15 (edited by TIEpilot234 2008-08-10 07:01:46)

Re: What's up with pistols?

-=CT=- JaFaR wrote:

*snip*

If that was directed at my comment, I didn't mean blaster rifles, I meant real world rifles. Because of whats his face saying rifles should be more accurate based on real world physics and principles; thus my comment they should, based on real world physics and principles, but again, they aren't...Because its the SW Universe.

Now does THAT make sense? Why am I so hard to understand...

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Re: What's up with pistols?

Wasn't directed at you, TIEpilot. I'm basically offering a line of reasoning as to why blasters would have long barrels if they didn't seem to have an effect on accuracy.

But yeah, it's the Star Wars Universe. Space combat and hyperspace in this universe already establishes a disregard for Newtonian physics.

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17 (edited by FSDev| Woodrow 2008-08-10 13:20:56)

Re: What's up with pistols?

Haven't we explained this all already?  Like, ad nauseam?  I'll break it down one last very simple time.


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-We designed the weapon to follow the weapon usefulness progression of rifle-pistol-knife, not rifle-knife-nothing else.  To that end it actually had to be made useful.

-We designed it so that if all other things being equal it'd always lose against a rifle in that rifle's niche area.  In other words, at short range against a shortrange rifle it loses.  At long range against a longrange rifle it loses.  At any range against a medium rifle it loses.

-We designed it so that even if you were not in your primary weapon's niche area or don't have an anti-infantry weapon you'd still have an option in your inventory with which to defend yourself.  This is so you don't just get steamrolled for having "the wrong kit."

-We designed it as a long-range backup for when you have an extreme shortrange weapon.  To ensure it wasn't too strong the damage over distance drops dramatically, so that at very long range (dunes to flags on mos espa) it takes 6-8 hits (and obviously more shots) to kill someone.

-We designed it to match its performance in the movies, where many of our heroes all used pistols. The goal of this mod was for a strong Star-wars fantasy feel and atmosphere, not strict real life realism.

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So, in one single swoop we've managed to build a very well balanced, extremely flexible, versatile, dynamic, and lore accurate weapon without making it a strong overpowering dominant gamebreaking device.  If you have suggestions on how we can achieve all that and then something more please post big_smile 

((And this is just the pistols.  We put an even larger amount of time and thought into all the subtleties and dynamics of the primary weapons, the customization/class setup, and the soldier/vehicle dynamics))

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Re: What's up with pistols?

Fair enough.

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Re: What's up with pistols?

FSDev| Woodrow wrote:

Haven't we explained this all already?  Like, ad nauseam?  I'll break it down one last very simple time.

Lol! You sure have, but I bet you end up doing it all over again come 1.4! wink

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20 (edited by FSDev| Woodrow 2008-08-10 19:54:01)

Re: What's up with pistols?

:d

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Re: What's up with pistols?

yikes


Is there a dev blog on 1.4 to see what's being added/changed/removed?

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