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MouseDenton

Weapon Balance > Damage Increase

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Call me a communist, but I would prefer a "food web" of weapons balance over the current styled "food chain" where rarer weapons get continually more beneficial. Look at the one thing Call of Duty does right ('cos they haven't changed it since 2007) where weapons are suited for specific play styles, even down to their attachments. In CoD4's multiplayer, they're all perfectly balanced (with a few exceptions like the scorpion's infinite range). So instead of the most experienced or well-equipped players having the "top tier" damaging or beneficial weapons, everyone's are equally balanced but suited to different play styles through mechanics such as rate of fire, recoil control, bullet spreads, drop and speed, and ammunition type, which would then dictate base damage and range. Attachments would also have balancing pros and cons, so even having no attachments could appeal to someone's style.

Thoughts?

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Game vs Sim.......

Better guns are suppose to be "better"

If all guns are equal, why search? Just go to town with your Lee Enfield.

"rate of fire, recoil control, bullet spreads, drop and speed, and ammunition type" These should be based on and reflect their real-life counterpart.

My thoughts would be: You missed the point, you are still thinking off DayZ/Arma as a game...you should stop doing that.

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I agree with the suggestion 100% however I still believe different size caliber bullets should induce different sized wounds. Being that DayZ uses a blood count instead of the traditional health mechanic, this can be implemented better than any other game.

A larger size wound induced by a higher caliber gun would result in faster blood loss. Depending on the caliber, the rate at which blood is lost will vary. Multiple gun shot wounds will also increase the rate of blood loss.

Edit: To your point, no guns will necessarily do more immediate damage (Ex. 50 cal reduces blood by 2000 upon hit) but instead a higher caliber weapon will induce a larger wound resulting in quicker blood loss than a lower caliber weapon. As said, multiple gun shots wounds would also increase the rate of blood loss.

Edited by Lights Out
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I like the idea, though it's common sense that a 7.62mm round would burn more of a hole in a body ergo more blood is loss so there is more damage, at least compared to an 5.56mm round. I do like the creativity of the attachments though, as I mean you're not going to get any more accurate bullets with a red dot than you are with an iron sight beyond the ability to mark your target a bit easier. I give a thumbs up. :thumbsup:

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I would like more differentiation between the damage of various weapons, rather than pistols/shotguns and rifles have same damage as currently.

Edited by 12BotG

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Game vs Sim.......

Better guns are suppose to be "better"

If all guns are equal, why search? Just go to town with your Lee Enfield.

"rate of fire, recoil control, bullet spreads, drop and speed, and ammunition type" These should be based on and reflect their real-life counterpart.

My thoughts would be: You missed the point, you are still thinking off DayZ/Arma as a game...you should stop doing that.

If you ever go up to a group of gun enthusiasts and tell them one gun is the best, you will earn the title of greatest troll in history. Sure, a lot of real-life guns are shit, but just look at how heated the debates are between the AK and AR crowds. Essentially, in real-life it's not a question of which is outright better, but which you prefer. And that's what I'm getting at here. Do you want that knock-down power of the heavy 7.62mm at the cost of high recoil? Or would you prefer to put a lot more of the lighter 5.56mm rounds at a blazing pace? (Another great series of debates in the firearms community is that between calibers.)

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I agree with the suggestion 100% however I still believe different size caliber bullets should induce different sized wounds. Being that DayZ uses a blood count instead of the traditional health mechanic, this can be implemented better than any other game.

A larger size wound induced by a higher caliber gun would result in faster blood loss. Depending on the caliber, the rate at which blood is lost will vary. Multiple gun shot wounds will also increase the rate of blood loss.

Edit: To your point, no guns will necessarily do more immediate damage (Ex. 50 cal reduces blood by 2000 upon hit) but instead a higher caliber weapon will induce a larger wound resulting in quicker blood loss than a lower caliber weapon. As said, multiple gun shots wounds would also increase the rate of blood loss.

Wound size is an awesome concept! With that you could consider different types of ammunition like AP versus hollow-point, or even fragmenting for slow-bleeding but difficult to heal wounds.

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It beats common sense if weapons sha

I would like more differentiation between the damage of various weapons, rather than pistols/shotguns and rifles have same damage as currently.

It would defeat common sense if you were to give weapon that share the same ammo different damage values like they are in the shooters. Of course there are weapon based differences in accuracy and damage but it would not be that significant. Having a non arcadish system is what makes ArmA unique, it has to and will probably stay that way.

Different bullet wounds and blood loss values is fine but if you are hit by a .50 i think you have other problems than blood loss. Initial wounds are ok as it is, as said in other posts the blood value isn't the original vanilla value in DayZ therefor the effect is diferent. People have to play vanilla before they start complaining...

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