JaegerBane wrote...
I actually think that Deus Ex: Human Revolution did this thing very well - they used range and physical size as the main balancing factors for guns. This worked really well on that game's equivalent to the Paladin - the Diamondback .357 - because, all it packed *vast* punch, as a pistol, it took up very little space but also had a somewhat restricted range. Still long enough for it to be useful of course, but short enough so that you couldn't use it across say, a warehouse or similar range. The sniper rifles in that game still had plenty of use due to their incredible range. Things like the combat rifle and heavy rifle sat somewhere between the two.
I guess Paladin is S&W.500. Remember merchant from Resident Evil 4: "Stranger, haha! What d'ya need that for? Going huntin' an Elephant? "
I think main problem of ME3 weaponry is lack of link between guns parameters. For example, SMG lightweight component. Hello, how about recoil increase? It doesn't affect recoil? Why's then Widow has weight around 40 kg?
So my suggestion is simple: direct proportion between power, weight, recoil, muzzleflip (don't forget barrel axis height nonsense), RoF.
For example, me and my SO owns two Benelly Nova. Mine in 12 gauge, hers in 20. Normal trade-off power-recoil>RoF ratio. Also, should I install mercury recoil dampner in my Nova, thats will increase weight, but reduce recoil. And should I use super-magnum rounds instead of standard, that could increase reach and power for price of greater recoil.
I suggest same for ME. For example, should you decrease weight or increase power of your gun, then you got snappier recoil, greater muzzle flip, lesser RoF (for semi-auto guns, cyclic rate of full-autos shouldn't be affected this way).
JaegerBane wrote...
Personally, I don't have any issue with the shotties in ME3, aside from their silly weight levels. In fact they did much better with this than they did in ME2 - their range was so short back then it was almost comical.
I do. I still thing their spread is a way off. Plus lack of user-defined projectile type - pellet or slug. Could solve 90 percent of the problem, for shotgun-reliant classes.
And personally I didn't find that much positive changes from ME2, really - Evi works great there, but somewhat killed by Wraith now.
JaegerBane wrote...
Meh, no harm in having a few crap weapons to fill out the arsenal. I only object when they fill a major role with a crap weapon. Just so long as the player doesn't have to sacrifice anything to get them.
Why have a crappy weapon, when you can have good weapon?

They want more guns, but don't want to give us selective fire? Fine, let's take IRL as example. .308, 7.62x39 and 5.56x45 as basic ammo factors.
First one packs punch, has smaller mag, but greater weight and recoil. Great for headshots placement, for those who like have every shot count.
Third is lighweight, allows quick follow-up shots easily, has greater mag, could be light due minimal recoil. Ideal role for carbine for ability-reliant classes, who still want some decent long range gun.
Second is trade-off between two - it allows carrying more ammo, packs greate punch that third, but less than first, not as good for full auto, but has more managable recoil than first.
Plus, IMHO, burst should give us very fast and very accurate burst (ahem

). Argus and Valkyrie burst are kind of bursts they shouldn't be. Vindicator from ME2 is one.
Trigger should in no way decide RoF for semi-auto guns. If you can pull trigger fast, your rifle should fire fast and accuracy recovery rate should be based on character skill (since so far soldier a bit nerfed) and weapon weight (maybe also mod).
JaegerBane wrote...
Personally, I think SMGs should fill a gap between shotties and ARs - make the ARs more medium range weapons, and it creates a gap for the SMGs. That, or just design them like the Hornet and Hurricane i.e. for a purpose, and not as some rubbish one-size-fails-all approach where they just don't do anything well.
Main problem with "Ranges" in ME2/3 - maximum range which is 100 metres. Shotgun slugs perform well here, not sure for flechettes, we had none. Buckshot flies pretty well around 30 metres (IRL of course, plus there are variants of ammo).
Not sure than SMG could do better somewhere between 30 and 100. Better create lighter carbine to suit that role, IMHO.
And give some SMGs normal collapsible stock. Hurricane could only won out of this. At least for player - teammates seems to ignoring spread and muzzleflip.
Modifié par Rudy Lis, 13 avril 2012 - 05:25 .