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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue Feb 07, 2012 5:30 am 
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Monsteri wrote:
Oh, well, that's nice to heard. That's basically my class suggestion then, but you'd change your ''class'' by just changing your weapon I guess. It would make more sense if you would get everything from the dead guy though, and you would still be able to change your style while on the run. It'd also be a bit less confusing.

e.g. What if you have got a toolpack/wrench and a M240? Wouldn't that be quite OP?


Yeah, I'm not 100% sure what the system will become, hence it's good to have some discussion about it. I like the weapons changing myself, but I'm not too confident about the immediate gear-set change although it would make it visually more obvious what kind of role the primary weapon implies. Being able to mix gear-sets and weapon types just defeats all purpose I think, unless the gear-set would just mean a different appearance for the fun of it.

Regarding the engineer + M240 question, you can't carry another primary weapon in addition to the wrench which is your primary weapon albeit a very unusual one. Possibly we might see a version of the game where the wrench guy doesn't have any fighting mechanism, to be corrected by the sidearms in a later version.


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PostPosted: Tue Feb 07, 2012 5:45 am 
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ComJak wrote:
Monsteri wrote:
And for an example, why have a sniper class with three different weapons, when we could just have one sniper weapon for the soldier? There is no need for CQB class, when the current soldiers can do that very well. They reload anyways quite fast so basically if you wanted to have a clear difference between them, the CQB class shouldn't have any reload time at all, and that sounds overpowered.
Different accuracies: Complicated. Especially with so many weapons.


Well my idea behind all these weapons was that a player could choose different rifles for different jobs. For instance, the 3 snipers are different in damage, shooting speed, and reloading speed. The xm110 is a semiautomatic rifle with low damage and would suit a medium range combat situation while the m24 is a bolt action with long reload speeds and small magazines. The m24 would be suited more for long distance lone wolf kind of operations. The tac50 was thought of as an anti material rifle effective against jeeps and what not.

The same would apply for assault rifles. An m16 is a burst fire rifle that would not be as effective in close quarters as say an ak47. So by choosing the right weapon for the situation, players can be more or less adapted to the fight at hand. The accuracies follows these ideas.

Also, about reloading speeds, the current speeds are quite unrealistic and if we generally increase the reload time, then we can have a class that reloads quickly as a perk.
But this is not my game so I will only offer my opinions.


That sounds about right. A casual player doesn't need to care much about the specific weapon models and the slight differences between the models within a type, as long as it's clear to the player how the weapon type behaves. Even a casual player should learn pretty quickly what's the purpose of the various weapon types, and I stress this, the weapon type needs to be visible, currently only the model name is.

The more hard-core minded players should be interested in finding an optimal weapon for each situation, where the variety of weapon models would bring in some alternatives and depth. Maybe there could be a simple in-game rating info for the weapons, which could be used to compare the current weapon to e.g. one lying at feet, so one wouldn't have to play with wikipedia open in a side window.

A quick reload class sounds a bit off to me.


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PostPosted: Tue Feb 07, 2012 7:10 am 
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Pasik, when you say the weapon type needs to be visible, do you mean when you cursor over the gun? or do you mean the weapon models must be very distinguishable?

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PostPosted: Tue Feb 07, 2012 8:02 am 
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The weapon type should be visible as text when holding the cursor over the gun or when at picking range, I think.

I'm sure the models can't be made very distinguishable with the camera distance we have, but any visible difference is for the better, e.g. machine guns are slightly larger than shotguns or rifles.


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PostPosted: Wed Feb 08, 2012 3:06 am 
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Well that could be fixed with a bracket and a designation like [AR] or [MG] or [MR]

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PostPosted: Thu Feb 09, 2012 8:21 am 
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Probably so.

The full text would be more informative especially to the rookie players but it might look like crap.


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PostPosted: Thu Feb 09, 2012 3:27 pm 
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Well, uhh, yeah, they COULD work, but I would still like it a little simpler.
Whatevur I'll just wait these things to be added ;)


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PostPosted: Fri Feb 10, 2012 1:06 pm 
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Hmm, I've been thinking about this for a while after looking at this topic...
So we're probably going to have sidearms at some point.

In other words, we're going to have 2 slots for weapons.

So what if the kits for the "classes" make use of the same slots. Some powerful kits would take up the primary slot, but we could also have secondary kits, that replace you sidearm. That would be fairly simple and balanced.

Here are a few examples of how this could work.:
[(1) and (2) represent the slots]

(1) SMGs
(1) Assaultrifles
(1) Sniperrifles
(1) Machineguns
(1) Rocket launchers (model could include a backpack with rockets, so its easy to spot)
(1) Flame thrower (... this would be awesome)
(1) Pioneer kit (building)
(1) Officer kit (doubles the max-amount of squadmembers etc. ?)

(2) Handguns
(2) Repair kit (for repairing vehicles/structures)
(2) Medi kit (reviving?)
(2) Grenadier Kit (carry more grenades)
(2) Kevlar armor aka. soldier kit (you can take more hits)
(2) Camoflage kit (harder to spot + ability to place bushes)


What I especially like about this: Its a very simple system, but still allows alot of variety by combining different primary and secondary equipment.

You could play as specop/scout by picking an SMG and the Camo-kit or even as a dedicated engineer by using the pioneer and repair kit at the same time. ;)


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PostPosted: Fri Feb 10, 2012 2:42 pm 
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Tajin wrote:
(1) SMGs
(1) Assaultrifles
(1) Sniperrifles
(1) Machineguns
(1) Rocket launchers (model could include a backpack with rockets, so its easy to spot)
(1) Flame thrower (... this would be awesome)
(1) Pioneer kit (building)
(1) Officer kit (doubles the max-amount of squadmembers etc. ?)

(2) Handguns
(2) Repair kit (for repairing vehicles/structures)
(2) Medi kit (reviving?)
(2) Grenadier Kit (carry more grenades)
(2) Kevlar armor aka. soldier kit (you can take more hits)
(2) Camoflage kit (harder to spot + ability to place bushes)

Stealth flamethrower could get irritating though :p.

I feel that the design goal is to keep things simple, however, if people were stuck for combinations, you could offer 'hints' of combinations and the role they could expect to play. This could be shown as some kind of spawning screen where you choose what things you want to spawn with. But again, this is probably making things more complicated than necessary.

So here is my hypothetical way of taking this a step further anyway (things get complicated so fast, though!)
Each item in both slot 1 and 2 could have a representative 'assault' 'support' and 'utility' value. These three values would be shown to the player as the kind of role they could expect to take.
Assault - frontline combat
The Assault role forms the core of any fighting force. Assault class soldiers find themselves at the front line, absorbing and delivering the straight-forward force that is required to take objectives.
Support - auxilary combat (more specialised, situational role)
The Support role assists the Assault role in many ways. Support class soldiers take on more specialised roles, where they are suited to dealing with tanks, close-quarter or long-range combat, and other unique situations where an Assault might be less-than-well equipped.
Utility - not necessarily fighting (but probably doing something useful)
The Utility role keeps their side pushing forward. A Utility class solider keeps allied vehicles and troops alive, and establishes defenses to aid his or her side.
Based on the above post and my own interpretation;
SMG, Assault Rifles, Machine guns, Handguns, Grenadier kit, Kevlar Armor all come under 'Assault'.
Sniper Rifles, Rocket Launcher, Flamethrower, Officer kit, Camoflage all come under 'Support'
Pioneer kit, Repair kit, Medic kit all come under 'Utility'.

Also; kinda awkward if you, as an officer, take anything other than a pistol. Unarmed much? (but cool - full time commander).

Sniper Rifle + Camoflage = 100% Support = 'Support'
Assault Rifle + Handgun = 100% Assault = 'Assault'
Machine gun + Medic kit = 50% Assault, 50% Utility = 'Assault/Utility'

Have 3-5 preset/saveable classes.
Just my thoughts on it.

Edit; added expanded role/class descriptions.
Edit again (and again); formatting.


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PostPosted: Fri Feb 10, 2012 9:06 pm 
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Quote:
Also; kinda awkward if you, as an officer, take anything other than a pistol. Unarmed much? (but cool - full time commander).

Yeh :) I think thats cool. I mean its up to you, isn't it ? :lol:


If its really too awkward, there could also be a weapon included in a kit. (Maybe special kind of pistol for the officer) *shrug*


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