More Weapons Needed

Started by VinC, October 02, 2016, 04:45:34 PM

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VinC

As You see, we have only few weapons.
I know, licenses, yeah, costly... very,
but ineed.
AK-powerful, accurate, but longer warmup time and cooldown than AR15 named assault rifle,
Mounted gun- needs to be reinstalled, manned like mortars, powerful, but not very accurate,
Semi automatic rifle- good damage, high accuracy, quite good fire rate (between survival and sniper rifle, faster, but less accurate than sniper, but still deals more damage than survival rifle)
nerf charge lances :D :D
rocket launchers also :)
Might add magazines and ammo systems.
For example:
Colonist carry Assault Rifle with 3 magazines.
After 10 burst he needs to reload- longer warmup time.
After another 20 bursts he has no more ammo,
obviusly it will make game a lot harder, but better in not only my opinion :)
Bullets assembly, just like components or altillery shells.



PS: Sometimes i7 6950x and R9 Pro Duo doesn't work very well :/, but still alpha, so i need to wait :)
Greetings from Poland,
Jakub. :)

mumblemumble

#1
Problem is, with the games mechanics, how do you have multiple guns without having copies of MECHANICALLY similar guns? Right now, no 2 guns are the same in performance, which is nice.

This said, I do think more guns could be added, namely heavy variants of other guns, like an heavy pistol (like a 357 revolver) a repeater rifle, doing higher fire rate of survival rifle rounds, but with slightly less accuracy, a flamethrower (cmon tynan, you know you want to  ;) ) And perhaps a few more forms of shotguns (a double barrel shotgun would be very interesting)

I think the biggest thing however, is a refinement, to gun stats. They are far too simple, and could have more elements to them, like reloading, slowdown while carrying, and perhaps separating the "cool-down" and the "inability to move after fire" to 2 separate things. You could also make targetting time slightly faster on higher gun skills and low skill users a tiny bit more accurate while taking longer to fire, or even guns having different "ergonomics", which multiply the skill effect / skill effect needed (I think for instance, bows, spears, and rocks would have a much lower ergonomic ranking than a rifle, as it takes training to use a bow). Little changes like this would make weapons much better, as right now, all shooting is, is a range check, and dice role. If in range, you get a shot, then you do a dice roll. Everyone will still miss plenty, even good shots, but bad shots have no hope of hitting it seems...I think these little things would make combat more interesting.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

VinC

Yep and no :)
It's based on "tacticool engine" so they can do it :D
More guns, variants, if You want damage and accuracy chose AK, but if You want faster, and easy in use weapon chose AR15. Revolvers... why .357? Why not .500 :D Lots to talk, maybe let them create a app as defs creator, to easy create for example weapons, send it to developer and that's it :) Graphics, i know:) Sounds... i can go to the shooting range and record few :)
Just need a choice like:
ak-ar15
pistol-revolver
pump shotugn-double barrel one
smg-sub rifle
bolt action sniper rifle-semi automatic sniper rifle
lmg-ckm
t9 incendiary launcher-emp one-explosive one
:)
And why a power armor slows people? Just like exoskeleton, boost them up :)
Better skills=shorter aiming time=much better accuracy
I think we have an agreement :D

mumblemumble

If power armor speeds up, I can agree so long as it needs the occasional component replacement : Like the power armor in fallout 4 needing cells. So its fantastic IF you have the means to keep it fed.

as for  50 cal revolver, well.... That has some nasty recoil, very loud, heavy (wouldn't be easy to use, or fast as a 357) while the damage would be overkill for a lot. Lets say hunting, a 357 would be perfect for squirrels, hares, rats, maybe even bigger stuff like wargs or wolves...Not a grizzly bear gun, but easy to use, powerful 1 shot takedown for most (and a good gun for tribals I imagine... 357, I think would hit at about 15 damage, maybe?)

a 50 of course would be a good defense for bear, or panthers or such, but even still, for that size, might as well get a full on rifle or shotgun
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

VinC

Direct hit. Magnum .500 have almost 4kJ (ak have less then 2kJ, glock have 300J), so 28-30 dmg?
Thats later. First needed basic weapon, then choose between .357/.38/.44/.454/.5 :)
Air Cells maybe? Or Air filters? Maybe power armor'll need to be charged just like battery?

mumblemumble

Actually, talk or repairs reminds me of deus ex, where the original augmented personel kinda hate you for being superior, and the augs have to get regular repairs, tuning, tightening screws, replacement servos, ect.

as for the 50, maybe...But what is the energy output from say, a 30.06 rifle? I think that is comparable, and a much more ergonomic platform isn't it?
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

VinC

Isn't. Magnum exploatation is much more expensive... And 5 bullets in chamber ;)

mumblemumble

I guess, but to balance that gameplay wise we would need to establish ammunition production / supplies, which.... Well, lets just say that would get complicated fast. But I do like the idea of more types of bullets, maybe pistols with hollowpoints which multiply the armor effect, but mulltiply the damage.

....sigh...I really want a weapons / combat revamp, the health model is great, but some of the other parts need improvements.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

VinC

Just like tacticool system and aiming system. Fight hand to hand... Hit someone foot.

BetaSpectre

We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.

Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.
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mastamage

Quote from: BetaSpectre on October 03, 2016, 04:02:58 AM
We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.

Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.

i dont care much about the ammo, as it would be a steel sink i fear.

but there should be a reloading system in the game and a second weapon slot, for small arms and grenades
- reloading should take a while, in the case of energy weapons, a cooldown cycle

BetaSpectre

Quote from: mastamage on October 03, 2016, 02:11:28 PM
Quote from: BetaSpectre on October 03, 2016, 04:02:58 AM
We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.

Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.

i dont care much about the ammo, as it would be a steel sink i fear.

but there should be a reloading system in the game and a second weapon slot, for small arms and grenades
- reloading should take a while, in the case of energy weapons, a cooldown cycle
Weapons would be too deadly if they worked like IRL, burst fire to simulate their use is balanced for gameplay. Else it'll be rocket tag gameplay. Unloading 30+ rounds all at once is worth the reload time. As opposed to using a rifle which is still single shot. Right now we already have a reload system per se in the weapon cool downs.

Think it's mostly an engine thing though, like you can only fire rapid bursts or single shot with standard cooldowns.
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▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
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                           TO WAR WE GO

VinC

This engine can do much more ;) Roloading system+ammo system, but first more weapons and better aiming system (fight fist to fist, hit someone in foot :/ )

mumblemumble

Really, I think ammo would use more meat / animals fats. IIRC you can make gunpowder from animal fat with certain processes, so yes, a VERY tiny amount of metal for the casings, but the gunpowder has to be made too. Besides that, brass can be reused.

Reloading isn't REALLY in place, I was thinking like, after x amount of shots, an EXTRA delay. Like 10 bursts on an assault rifle, and needing to load another mag.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Boba Phat

Personally, I'd like to see more range between bows and semi-automatic pistols.  There's rather a lot of territory between a piece of curved wood with a string on it and a Glock 19.  I'm thinking hand cannons and arquebuses, then flintlocks and scatter guns.