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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Fri Jan 25, 2008 3:53 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The guns in Far Cry 2 only explode spectacularly if you abuse them until they literally break, you get a tonne of jams and misfires as warning before that point.

For instance, an RPG-7 in poor condition is prone to mis-firing the booster charge, resulting in the grenade just going 'poot' out of the launcher and spinning on the ground before exploding. That at least gives you some time to run away.


Tue May 15, 2012 6:37 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun: RPC

What I like: The idea of launching chainsaws at my enemies.

What I don't like: Expensive, unreliable, hard to aim, constantly changes direction and hits you instead, bounces off people.

How I think this could be fixed: Make the chainsaw much stronger and less crazy. When I shoot someone in the face with my chainsaw, I want the end result to be an explosion of blood and gore, not just a small cut and the chainsaw rebounding off his head and into one of my troops.


Tue May 15, 2012 12:58 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun: Coalition Heavy Pistol

What I like: The accuracy, price, and damage.

What I don't like: Too many shots per clip, visual clip size, and shell casing size.

The Heavy Pistol does quite a bit of damage per shot. But coupling that damage output with eight shots per clip seems a bit unfair for person on the receiving end of the gun. I would recommend reducing the shots per clip from eight to six. Also, both the clip sprite for the gun and the shells themselves seem a too small for the clip size, and the length of the bullet trails. By increasing the size of the clip and the shell casings, it would seem slightly more realistic when compared with the damage output.

In short, It should feel like the handcannon that it is.


Wed May 16, 2012 4:37 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun: Dummy weapons in general

What I like: Unique flair, practical variety, 'mass produced' feel to match the Dummies themselves

What I don't like: Going up against them. They're cheap, very powerful, and light. A Coalition unit with an autocannon is limited to very small climbs with their jetpack, meanwhile a dummy with a Repeater is only mildly hampered. The Dummy weapons are supposedly mostly polymer, but aren't much more fragile than the Coalitions' heavier weapons. In addition to this massed waves of heavily-armed Dummies are economically viable, making them a very hard opponent to break.

Suggestions: Make the dummy heavy weapons actually heavy and have some kind of impact on the wielder's mobility, or make them more fragile. As a primarily Coalition player I feel largely out-classed by the Dummy arsenal when their rank-and-file carry the equivalent of our heavy, specialist weaponry.

Gun: Ronin heavy weapons

What I like: Practical variety, moderate power, cheap

What I don't like: High inaccuracy is characterful, but the hits that land don't really make an impact. For example, the M60 will cut the enemy in half if you get them with a close-range spray, but walking long rage fire is an exercise in futility. As mentioned the RPC doesn't make a huge impact on the very rare occasion it actually hits it's target. The RPG-7 is the only notable exception, and is a fantastic weapon to use. The Thumper is also a great weapon, but falls more into a 'support weapon' category.

Suggestions: Make them more powerful! The Ronin themselves are very squishy and their mainline weapons are very well balanced, but their heavy weaponry largely lacks punch which combined with innacuracy makes them redundant at all but point-blank range.


Wed May 16, 2012 7:20 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Remote Explosive:

Pros: Tactical feel, effective way to destroy things while staying safe.

Cons: It lacks power. I placed a couple on a door, and it generated like 6-7 wounds. It should be more powerful, like a small radius but highly damaging blast, so that you could destroy a vanilla door in 2 or 3 charges; carrying 7 remotes explosives (which are worth 35 normal grenades in price) to blow up a door isn't a great deal.


Sun May 27, 2012 12:06 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Asklar wrote:
Remote Explosive:

Pros: Tactical feel, effective way to destroy things while staying safe.

Cons: It lacks power. I placed a couple on a door, and it generated like 6-7 wounds. It should be more powerful, like a small radius but highly damaging blast, so that you could destroy a vanilla door in 2 or 3 charges; carrying 7 remotes explosives (which are worth 35 normal grenades in price) to blow up a door isn't a great deal.

Done.

The Gunslinger wrote:
Gun: Dummy weapons in general

What I like: Unique flair, practical variety, 'mass produced' feel to match the Dummies themselves

What I don't like: Going up against them. They're cheap, very powerful, and light. A Coalition unit with an autocannon is limited to very small climbs with their jetpack, meanwhile a dummy with a Repeater is only mildly hampered. The Dummy weapons are supposedly mostly polymer, but aren't much more fragile than the Coalitions' heavier weapons. In addition to this massed waves of heavily-armed Dummies are economically viable, making them a very hard opponent to break.

Suggestions: Make the dummy heavy weapons actually heavy and have some kind of impact on the wielder's mobility, or make them more fragile. As a primarily Coalition player I feel largely out-classed by the Dummy arsenal when their rank-and-file carry the equivalent of our heavy, specialist weaponry.

Gun: Ronin heavy weapons

What I like: Practical variety, moderate power, cheap

What I don't like: High inaccuracy is characterful, but the hits that land don't really make an impact. For example, the M60 will cut the enemy in half if you get them with a close-range spray, but walking long rage fire is an exercise in futility. As mentioned the RPC doesn't make a huge impact on the very rare occasion it actually hits it's target. The RPG-7 is the only notable exception, and is a fantastic weapon to use. The Thumper is also a great weapon, but falls more into a 'support weapon' category.

Suggestions: Make them more powerful! The Ronin themselves are very squishy and their mainline weapons are very well balanced, but their heavy weaponry largely lacks punch which combined with innacuracy makes them redundant at all but point-blank range.

Dummy weapons were tweaked a bit as well as Ronin weapons, will definitely look into this more though.

Sir wrote:
Gun: RPC

What I like: The idea of launching chainsaws at my enemies.

What I don't like: Expensive, unreliable, hard to aim, constantly changes direction and hits you instead, bounces off people.

How I think this could be fixed: Make the chainsaw much stronger and less crazy. When I shoot someone in the face with my chainsaw, I want the end result to be an explosion of blood and gore, not just a small cut and the chainsaw rebounding off his head and into one of my troops.

Done.

crabcakes wrote:
Gun: Remote Explosive

pros: The satisfaction of blowing stuff up on command

cons: No longer called C4, no longer able to blow holes in stuff in b26. No red/blue/green types.

The different color types are now dependent on the team that uses them so you can't detonate another team's explosives. The new way they work doesn't allow you to have multiple "frequencies" that you can use at a single time, but the Remote-GL somewhat makes up for that.


sgt0pimienta wrote:
Gun name: Flak Cannon

What I like about this gun: It's wel designed, well thought of, reacts very well, works as i'd expect it, the way it shoots is also very well made, and it shows its value when you use it to take down ships.

What I don't like about this gun and I think should be changed about it:

Its way too overpowered, you know that mission, maginot defense? it only takes ONE guy with ONE flak cannon to endure for about 2 hours (2 hours is my record, i didn't even die, i got bored)

Or one day i was playing with my friend, he was using the easily controlled keyboard and i was using the controller, i. obliterated. him. and it only took one dummy, and one flak cannon.

Additional notes (not required):

There are many ways to fix it, i suggest you do one or many of these:

-Make the reload time much longer
-Make it only have 1-2 shot(s) in the clip, instead of 3
-Make it more expensive
-Make it a mounted turret, this way it's more limited

Any of those solutions by itselves would work, but maybe you can combine them.

Tweaked the flak cannon, it currently has 2 shots.


Thu May 31, 2012 7:49 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
CaveCricket48 wrote:
Asklar wrote:
Remote Explosive:

Pros: Tactical feel, effective way to destroy things while staying safe.

Cons: It lacks power. I placed a couple on a door, and it generated like 6-7 wounds. It should be more powerful, like a small radius but highly damaging blast, so that you could destroy a vanilla door in 2 or 3 charges; carrying 7 remotes explosives (which are worth 35 normal grenades in price) to blow up a door isn't a great deal.

Done.



Awwwwwww yeeeaaaaahh!!!!

There is nothing better than the very community-friendly developer's team!


Thu May 31, 2012 9:15 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The Gunslinger wrote:
Gun: Dummy weapons in general

What I like: Unique flair, practical variety, 'mass produced' feel to match the Dummies themselves

What I don't like: Going up against them. They're cheap, very powerful, and light. A Coalition unit with an autocannon is limited to very small climbs with their jetpack, meanwhile a dummy with a Repeater is only mildly hampered. The Dummy weapons are supposedly mostly polymer, but aren't much more fragile than the Coalitions' heavier weapons. In addition to this massed waves of heavily-armed Dummies are economically viable, making them a very hard opponent to break.

Suggestions: Make the dummy heavy weapons actually heavy and have some kind of impact on the wielder's mobility, or make them more fragile. As a primarily Coalition player I feel largely out-classed by the Dummy arsenal when their rank-and-file carry the equivalent of our heavy, specialist weaponry.

Gun: Ronin heavy weapons

What I like: Practical variety, moderate power, cheap

What I don't like: High inaccuracy is characterful, but the hits that land don't really make an impact. For example, the M60 will cut the enemy in half if you get them with a close-range spray, but walking long rage fire is an exercise in futility. As mentioned the RPC doesn't make a huge impact on the very rare occasion it actually hits it's target. The RPG-7 is the only notable exception, and is a fantastic weapon to use. The Thumper is also a great weapon, but falls more into a 'support weapon' category.

Suggestions: Make them more powerful! The Ronin themselves are very squishy and their mainline weapons are very well balanced, but their heavy weaponry largely lacks punch which combined with innacuracy makes them redundant at all but point-blank range.

Done.

More specifically, the tracer rounds of the AK-47 and M60 consist of 2 particles rather than 1, so every 6 shots you fire a strong "round." I found this worked better than simple upping the particle count on all of the rounds, since that would make the weapons way too powerful.


Thu May 31, 2012 9:48 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Asklar wrote:
CaveCricket48 wrote:
Asklar wrote:
Remote Explosive:

Pros: Tactical feel, effective way to destroy things while staying safe.

Cons: It lacks power. I placed a couple on a door, and it generated like 6-7 wounds. It should be more powerful, like a small radius but highly damaging blast, so that you could destroy a vanilla door in 2 or 3 charges; carrying 7 remotes explosives (which are worth 35 normal grenades in price) to blow up a door isn't a great deal.

Done.



Awwwwwww yeeeaaaaahh!!!!

There is nothing better than the very community-friendly developer's team!


Agreed. :)


Fri Jun 01, 2012 1:09 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
That's why I love small companies with open-development production. Thing.
Don't get too popular, Data Realms, for the players' sake!

Well actually, everyone loves money... Balance that out and you guys will crank out the best games ever.


Sat Jun 02, 2012 9:55 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
EDIT: odd double post.


Last edited by Draxonicar on Sun Jun 03, 2012 3:02 am, edited 1 time in total.



Sun Jun 03, 2012 3:01 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun: Uber Cannon

What I like about it: Its nice and heavy, packs a punch and can arc to hit enemies. Has a nice sprite and is satisfying to fire.

What I don't like: It's a bit too cheap for such a supposedly UBER weapon, and has little to no effect on terrain. It can chew actors up, but a shotgun is better at moving earth than this thing is. Consequently, it has very little use outside of wide open spaces, and in a bunker you're pretty much screwed when using it because of the shotgun blast. Speaking of which, instead of a shotgun blast coming out of it, and actual explosion that is capable of damaging structures would be nice. Instead of shooting them with a shotgun from underneath them, I'd like the uber CANNON to fire a large shell that detonates on impact causing a large explosion capable of damaging terrain, as opposed to the lackluster shotgun effect now that doesn't scratch terrain. The projectile it fires needs to be a bit more than just a small round orb, make it look more detailed as well, if you can.


Sun Jun 03, 2012 3:01 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Nonsequitorian wrote:
Mauler Shotgun

I loved it's B23 version with the spike balls and such, it really gave it a sense of power that came with many of the coalition super weapons, like the Uber cannon.

I don't like how now it just spews more shots, I, now, much prefer the auto shotgun because it's lighter, quicker and those extra shots don't add all that much power. I'd really like the old one back.


Sun Jun 03, 2012 8:59 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: The Browncoat artillery cannon

What I like about this gun: If you hit something with this, a direct hit, THEY DIE. Pretty much no question there.
Feels good too. Not a *BOOM* kinda of dead, more of a *hits enemy, SHRED SHRED SHRED* kind of dead.

What I don't like about this gun and I think should be changed about it: It feels less like a cannon and more like a rocket launcher. Barely ANY drop of the round at all. I should have to aim a bit more than I do, account for gravity or maybe be able to use this as a mortar.


Gun name: Browncoat Flamethrower

What I like about this gun: Feels dangerous and powerful and stuff.

What I don't like about this gun and I think should be changed about it: Looks like it's shooting a thin stream of hot gas, not flame.


Sun Jun 03, 2012 9:00 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
gun: RPC

what I like: it is a badass chainsaw launcher!!!!! what else?

what I don't like: a lot of drop, slow shot, and it's a flying chainsaw; it should one-hit most ground troops. I've seen that it usually gets deflected by the guy's weapon and goes straight into the ground, no damage done. I think it should get a smaller, faster shot; it would make it more effective at what it does best: tearing dudes' faces off.


Mon Jun 04, 2012 2:49 pm
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