Re: Tighten the Shooting

And it does make lore since for a good 50%+ of your shots to miss.   Should be more even :-P

Re: Tighten the Shooting

Stormtroopers never hit anything, so why should we?

Re: Tighten the Shooting

Neather do Rebel troopers.   How many stormtroopers were killed marching in a straight line to Hoth base?   Not many that I saw :-P

Re: Tighten the Shooting

The more the weapons are accurate the less Star Wars it becomes.  We've already been down this road extensively in testing.  Turning the weapons up to make them more accurate leads to several major issues:

1) You lose a huge amount of combat atmosphere if all it takes for the enemy is to throw three or four shots at you rather than 6-7.  There's no smoke exploding everywhere and no firefights for you to run through, like they did in the movies.  Creating a huge epic battleground experience and making you feel like the characters would have running through their blaster fights are some of the core goals of FS, and considerably reducing the amount of blaster fire reduces the epic battlefield atmosphere to piddling little skirmishes.

2) Increasing the "strength" of the weapons (either in damage or accuracy) causes the mod becomes just like other mods and games, where the basic rule is "he who moves, dies."  Now correct me if I'm wrong but sneaking round corners, trying to move silently and undetected, turning the balance over to those who just sit and camp flags all day, and getting anihilated without ever knowing where you're being shot from bear no resemblance to the universe we're trying to recreate here.  We're basing this game off Star Wars, not a Tom Clancy novel.  As such we have to build weapons that provide the right experience.  In the movies we saw the heroes running through firefights, the stormtroopers firing away and hitting all over the place, and smoke everywhere.  The only time we saw them sneaking about was before the combat, which FS is not replicating.  If you want to relive the "before the combat" scenes go sneak around your house for 10 minutes before playing tongue

3) Our weapons are not simple objects.  Each one requires that you spend some time with it to learn how best to use it.  Every weapon has a certain niche in which it fills, and our kit/customization system is designed so that you're constantly changing your kit choice to fit whatever circumstances you think you'll encounter.  There is no weapon that will be able to be great at any given area like in 2142.  E.G. no weapon is going to be perfect at mowing down infantry in all situations.  Rather each anti-infantry weapon has a certain area it will dominate, and in every other area it'll be weak in.  This also provides the mod with more challenge for the player who has the chance to master a dozen different weapons, and also helps to create a natural need for teamwork (see point #5)

4) Another of our key goals was to ensure that if you're shot at, you'll have a chance to act and respond to the attack.  By ramping up the accuracy or the damage you effectively remove that ability, as outlined in point #2.  That's not acceptable.

5) And finally, not just a key goal but the very core of our gameplay revolves around the game naturally guiding the players to act as a team.  That means guiding them on maps, letting their weapons all be able to damage vehicles, but most importantly: not letting any one player be able to dominate a team just because he may have a super twitch factor or the surprise element.  To this end we chose to make the weapons deliberately weak (3 shots on average to kill someone) so that those people that moved as a group were much more likely to succeed than the individual who thinks himself a Rambo. 


Now, before you start swearing up and down about how "weak" our weapons actually are, a few interesting facts about them specifically:

1) Our weapons are ipso facto just as accurate as, if not more accurate than, the 2142 weapons when at rest. 
2) Our weapons are on average the same strength as the 2142 weapons in terms of damage, if not stronger
3) Our weapon choices are far more diverse than the 2142 weapons, with far more niche weapon systems.
4) Our weapons can damage far more than just the one or two things they were meant for.  You can easily use your A280 or Mk1 Blaster cannon against an ATST if you so desire.  You can even hurt it with your pistols if you hit it in the right places.

5) The first major difference in our weapons is we penalize people more for moving.  If you dive to the ground you're zone-out time will shoot through the roof.  If you strafe left and right you'll quickly lose accuracy as well.  To get the best shot you should really be kneeling and zoomed in, not jumping all over the place expecting the weapons to be insta-accurate whereever you're pointing.
6) The second major difference in our weapons is they fire at 1/3rd the rate that 2142 weapons do.  This is because they are all blaster weapons, and you can see every single shot coming out of the gun.  If we turned them up to 2142 firing speeds you'd see nothing but a firehose of blaster energy pouring out of your hands.

------------------------------------------------------------
So, the basic lesson taken from this is that we're not going to cater to those that want to Rambo about.  Your best bet is to put some time into learning how best to use all of the different weapons and how to use the kits to enhance those weapons.  And as you do this remember, the game works best if you move with your team.  You're not required to squad up, nor even talk to them.  But if you just stay close to them and if you all work on the same things together (all focus on the same tanks, go for the same flags, etc) you'll stand a better chance of succeeding than if you try to do everything alone.

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

12 (edited by FSDev| Woodrow 2008-05-30 18:11:30)

Re: Tighten the Shooting

As far as how our kit customization works, here's a very basic overview

1) Trooper
-Anti Infantry class
-Has short, medium, and long range anti-infantry weaponry
-Has equipment designed to locate enemy infantry

2) Heavy Weapons
-Anti Vehicle/Fire Support class
-Good at providing suppressive fire against the enemy as well as protecting themselves/teammates
-Has anti-vehicle equipment to disable and destroy enemy machines

3) Medic
-Infantry support class
-Has short and long-ranged anti-infantry weaponry
-Has gear specific to assisting infantry teammates

4) Support
-Heavy support class
-Has explosives and equipment to both support defensive positions and disable/damage enemy vehicles


5) Officer
-Team support class
-Has a collection of equipment designed to support his squadmates/teammates in whatever they need (this includes heavy weaponry, health, sensor systems, ammunition, and spawn placement)
-Has, by far, one of the strongest and best handweapons in the game.  (this is our basic Star Wars "hero" class)

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

13 (edited by Bandu 2008-05-30 18:20:49)

Re: Tighten the Shooting

I agree with woodrow on this issue on the whole. However, my main gripe has always been that your initial 1st couple of shots, when in the most stable positions, tend to most of the time miss your enemy ,by quite alot, when they are around 20m+ from you. I think that is too much really. Being wildly inaccurate when  running around, jumping and pronin, like some ADD sufferer on acid, is all good as far as i am concerned.

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Tighten the Shooting

FSDev| Woodrow wrote:

The more the weapons are accurate the less Star Wars it becomes.

This is just my personal opinion, but what I love in this mod is the Star Wars atmosphere and all the details including the weapon "inaccuracy". I think you have found perfect balance between gameplay and the lore. Thanks, and keep up the good work smile

http://stats.fsmod.com/fssig.php?player=Ruohomaki