The guns in CC and your thoughts (so we can make 'em better)
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
<sarcasm> What, you didn't know that the box-o-crabs is a vanilla weapon? It's located under craft, for God's sake. Think before posting, mate. </sarcasm>
Soralin, here's an idea. Don't exceed the MOIDs limit. There you go, problem solved.
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Mon May 16, 2011 8:42 pm |
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Soralin
Joined: Mon May 16, 2011 7:54 am Posts: 2
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Re: The guns in CC and your thoughts (so we can make 'em better)
Well what fun would that be?
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Mon May 16, 2011 9:14 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: The guns in CC and your thoughts (so we can make 'em better)
Soralin wrote: Weapon: Box of crabs (300 crabs in a drop crate)
Pros: Cheap, hits like a tactical nuke, killing anything nearby from the shockwave of landing, even apparently behind walls or deep underground, lots of low damage shrapnel as well.
Cons: Limited range to drop in, friendly fire almost certain, even deep underground won't save you if you're anywhere nearby, may slow down frame rates, mountains of crab parts everywhere. That's not a gun, that's a weapon of mass destruction. This thread is called "The guns in CC and your thoughts (so we can make 'em better)", so it doesn't really cover WMDs.
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Mon May 16, 2011 9:18 pm |
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The Gunslinger
Joined: Fri Jan 25, 2008 3:53 am Posts: 65
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Re: The guns in CC and your thoughts (so we can make 'em better)
Jackal wrote: Sorry to break it to you, but rocket launchers aren't supposed to be fast and light. If any weapon needs a change among the rocket launcher-class weapons, it's the bazooka. Uh, I strongly beg to differ. A loaded RPG-7 weighs just over 7kg; their size makes them somewhat awkward to carry, but an experienced user can loose a shot, reload, sight, and fire again in a very short period of time.
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Thu May 19, 2011 2:16 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
The RPG-7 is an exception. A majority of shoulder-mounted rocket propulsion systems, both in the past and present, have been bulkier, heavier and all-around cumbersome. To me, both the RPG and Coalition rocket launcher are bulky aesthetically. This would imply that they are based off of the generic rocket launcher, and therefor would have a slower rate of fire and larger mass. I'm not a developer, but those are the vibes that the current vanilla rocket launchers give me. Now, if the sprite for the Coalition rocket launcher was sleeker, I would expect statistics that resemble the RPG-7 more accurately.
Basically, I'm saying that the aesthetics of the current rocket launchers would not fit RPG-7 stats.
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Thu May 19, 2011 9:35 pm |
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The Gunslinger
Joined: Fri Jan 25, 2008 3:53 am Posts: 65
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Re: The guns in CC and your thoughts (so we can make 'em better)
Well, the WWII-era Bazooka and the comparatively heavy Panzerschreck (it was capable of destroying everything short of the Russian IS-2 tank) both weighed in at about 15kg loaded, weren't all that cumbersome, and only required a loader because of the very primitive firing system (a pair of electrical contacts had to be fitted to the projectile to fire the solid fuel rocket).
The RPG-7 is only an exception insofar that it's the AK-47 of RPG weapons; cheap and rugged. Modern reusable unguided shoulder launchers are almost universally under 10kg and extremely easy to use. Recoilless rifles are considered cumbersome insofar that they're more like a man-portable cannon; the projectile isn't self-propelled and great care must be taken when loading and firing the weapon. However, they feed the 'heavy and cumbersome' stereotype as they look almost identical to genuine rocket weapons.
Guided rocket launchers are another kettle of fish. They are extremely heavy, awkward to handle and slow to fire. The targeting system can easily double the weight of the weapon, large battery packs and complex scopes tend to unbalance the weapon, great care had to be taken not to damage the sensitive electronics, and targets had to be acquired and locked before a shot could be fired.
So if we really want to nitpick on which RPG weapon doesn't 'belong', it's the Homing Missile Launcher. The 'multiple shot' aspect of the Bazooka and Missile Launcher is odd; however there's nothing to say that it's not a cluster of launch tubes that can be fired in quick succession followed by a lengthy reload. Such a weapon would be completely within CC's technology.
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Fri May 20, 2011 10:25 am |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
If they have a cluster of rocket tubes, they aren't going to weigh the same as a generic rocket launcher. I would also consider them far more cumbersome due to the fact that you would need to reload each tube separately.
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Sat May 21, 2011 12:22 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The guns in CC and your thoughts (so we can make 'em better)
Or they could be stacked shots. Or they could use the magazine that you load it with.
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Sat May 21, 2011 7:16 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: The guns in CC and your thoughts (so we can make 'em better)
Or Jackal could stop acting like an expert on weaponry and military history when it's painfully obvious he knows next to nothing on either.
Protip: You're not an expert on firearms if you've only shot the .22 your dad owns and get your data from Wikipedia.
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Sun May 22, 2011 4:40 am |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: The guns in CC and your thoughts (so we can make 'em better)
Jesus save us from ♥♥♥♥ firearms nuts.
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Sun May 22, 2011 8:37 am |
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Chemical Rascal
Joined: Sat Jan 08, 2011 12:16 pm Posts: 10
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Re: The guns in CC and your thoughts (so we can make 'em better)
I'd argue that, at times, one must sacrifice realism for game balance. I mean, we can have realistic rocket launchers that nobody uses due to being underpowered, or we can have unrealistic rocket launchers that are on-par with the other weapons. I know which one I'd choose.
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Sun May 22, 2011 11:33 am |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Better yet. We can all say, "Hell with realism", since this game takes place quite a ways into a future in which technology as a whole is far more advanced than it is in real life.
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Mon May 23, 2011 12:56 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Tommygun
Pros: Uhm... it has a nice sprite?
Cons: Coding. It is the weakest weapon out there. Well, maybe not the weakest, but the least useful. At point blank range-short range a shotgun is better and at medium-long range any other assault rifle is better.
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Mon May 23, 2011 4:07 am |
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111herbert111
Joined: Fri Jan 07, 2011 12:31 am Posts: 550 Location: error: location not found
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Re: The guns in CC and your thoughts (so we can make 'em better)
Asklar wrote: Tommygun
Pros: Uhm... it has a nice sprite?
Cons: Coding. It is the weakest weapon out there. Well, maybe not the weakest, but the least useful. At point blank range-short range a shotgun is better and at medium-long range any other assault rifle is better. an UZI is more versatile than the ♥♥♥♥ tommy gun, and cheaper.
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Tue May 24, 2011 12:22 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: The guns in CC and your thoughts (so we can make 'em better)
You don't have to repeat him, because that's what he said. ATM, the Tommy Gun is useless and that's what needs fixing.
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Tue May 24, 2011 5:16 am |
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