weapons

Re: weapons

Postby qreeves » 10 Mar 2012, 01:19

makkE {l Wrote}:I think the weapons are simply great the way they are. Great job on the balance.
Now I haven't really followed their development, all I know is that I didn't like the first alpha(s) and just tried out 1.2 recently.
All I can say is that these guns just feel right and unique. I don't think there's a need for new guns or drastic changes.
They have unique features and are mostly all different (although there is a bit of overlap in the alt-firing here and there).

Trying to get the balance right has been a constant complaint of people over the years, especially as we evolve the subsystems that drive them with new features, making us need to rebalance them all over again. It has always bothered me how some games these days seem to have too many variations on the same type of weapon, so I've always maintained a rule that each weapon must be unique. Plus, if anyone wants to play with them they can simply change a few vars and basically have a whole new weapon.

makkE {l Wrote}:I love the focus on everything being projectiles, making the rifle harder in use than just simple point-and-click. Also the splash on the rifle is genius :)
They all take skill to use, and I don't feel there is a substantially overpowered weapon.

Thank you! I get so many complaints that the rifle isn't hitscan, but I have always firmly believed that my "everything is a projectile" philosophy added a depth to the game that was sorely needed. It may be hard to hit a moving target clear across the map, especially with the increased agility, but that is what gives it some skill and charm I think. The splash damage on the rifle was eihrul's little genius contribution to it, he's always been fond of maintaining the rifle balance. I will admit that in the current version, the flamer is still a little overpowered, especially in arena (if you play on the main server you won't notice this because it is running some new settings I am currently testing). Now that I nerfed the flamer it seems the plasma has become the noob weapon of choice. Perhaps true balance is just an illusion and I will always be fighting this battle, but that is half the fun, right?

makkE {l Wrote}:I don't miss having a lightning type of gun.

Neither do I, to be honest. While I am open to the idea of creating a bigger range of weapons, I've never really wanted to deal with the thought of a lightning gun. It requires more hitscan than I am comfortable with using (I get away with it for the sword because of its limited range), and I can't help but feel that it would conflict with the plasma somewhat (it being a projectile based energy type weapon is more to my taste). I've been leaning increasingly toward something like the "icer", which would be like the anti-flamer (ice could put out burning team mates and flames could thaw them, etc).
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Re: weapons

Postby Ulukai » 10 Mar 2012, 10:05

Bring on the ice gun! Red Eclipse on the rocks ^^
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Re: weapons

Postby inpersona64 » 10 Mar 2012, 19:27

Seems to me the general consensus here is don't add new weapons. lol

Besides, wouldn't an ice gun slow down the rate of play? Or is it merely just damaging?
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Re: weapons

Postby Vaecrius » 11 Mar 2012, 01:51

Well, to be fair, when people like a thing they generally resist any new change even if it would be an improvement, then if it's inflicted on them anyway and it really is an improvement a year from now they wonder how they lived without it.

@Quin: Making the super-accurate weapon an explosive projectile was very, very much a step in the right direction.
And I think the plasma is just fine and does not need to be nerfed. I say this as someone who used to but no longer does like plasma very much - there will always be a "noob weapon of choice", and I don't think it's worth trying to minimize or avoid that phenomenon lest the game really become inaccessible to many players.
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Re: weapons

Postby Ulukai » 11 Mar 2012, 12:13

The game is balanced pretty well for me too. Some people just happen to be better with a certain gun than other players, you can't win them all...
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Re: weapons

Postby inpersona64 » 11 Mar 2012, 13:39

Ulukai {l Wrote}:The game is balanced pretty well for me too. Some people just happen to be better with a certain gun than other players, you can't win them all...

I've always believed in the fact that the best RE player is skillful in every weapon set in the game. Or at least has the best knowledge of it to deal the most damage possible in any situation. We all have our worst weapons and our best weapons, but the best player knows how to use all weapons without flaw :) someday I want to be there.
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Re: weapons

Postby Gingerbear » 12 Mar 2012, 11:44

Just had an idea for a weapon.. a futuristic war hammer! lol Have it to where it can be chosen instead of the pistol in some matches if you want.. Maybe it can be thrown and used as a melee weapon and you only get a certain amount of throws per match but can still be used for melee when throws run out.. idk kinda dumb just a random rant me and wazubaba had going about different weapons for RE lol :lol:
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Re: weapons

Postby wowie » 18 Mar 2012, 06:21

Thinking maybe a quiet gun that shoots hard to see (gray/black?) edit: transparent projectiles would be interesting. Whether this would be a new gun or a change to an existing one (pistol shots?) idk what would be good. Maybe the only thing that can be really changed without breaking the current balance is weapon function overlap. (smg/pistol alt fire modes for example) All current weapons loudly announce their presence, so I think an assassin's weapon would be a nice touch. (melee does this already, but punches don't go cross-map)
Last edited by wowie on 22 Mar 2012, 23:49, edited 1 time in total.
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Re: weapons

Postby FlyinHigh » 22 Mar 2012, 05:43

I vote for black hole gun
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Re: weapons

Postby Sarge » 23 Mar 2012, 06:22

I've got a gun for you-Plasma Rifle.

I was working on a project a while back that used several types of plasma weapons, one of which was a plasma rifle. It hit hard and had a decent range. When it hit, the ball exploded and caused any nearby objects or players to burn. The downside-players couldn't carry much ammo, the projectile was fairly slow, and the rate of fire was average. Made a good sweeping weapon though...
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Re: weapons

Postby rico » 11 Apr 2012, 01:40

Architect {l Wrote}:what you should be thinking about is how to change vars in-game on weapons and
save them as new weapons, just add to the arsenal, get busy coders
i want to see at least 10 different rifles, etc

nice, how bout a zipline/grapple gun with laser sight
not everyone likes pushers or a portal gun(:P :twisted: ) in fps

how about poison gas or night vision, flares for dark levels,
force field wall gun
good work
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Re: weapons

Postby inpersona64 » 11 Apr 2012, 03:36

rico {l Wrote}:force field wall gun

eh, tried it. got shot down pretty quickly.

The weapons (from what we have and has already been stated) need to be weapons that confine to the main aspects of the game: fast paced arena style gameplay w/ parkour in mind.
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Re: weapons

Postby wowie » 11 Apr 2012, 23:02

I have an idea for an interesting dual wielded pistol:

Left trigger: left gun Right trigger: right gun.

Primary fire is pretty conventional, fires similarly to the default pistol, but with a little slower projectile speed (about the same speed a character runs),
and with the added bonus of being able to reload one gun while firing the other for an endless stream of projectiles.
Pressing the reload button only causes the gun with the least amount of ammo to reload, the reload button must be double tapped to reload both guns simultaneously.

Holding down one trigger for more than a fraction of a second causes an energy beam to begin to arc between the two weapons, begin draining both magazines, and disable the other trigger.

This energy beam is released when one of two conditions is reached:
a. the held trigger is released
b. either gun reaches full ammo drain

This energy beam then becomes a wave that spreads out horizontally while moving forward forward at the same speed a character can run.
This energy wave fizzles out after traveling a certain distance. Damage for the wave is fixed,
but the longer the beam is charged the farther and wider it goes upon becoming a wave.

The crosshair looks like this:
idea 2.jpg
idea 2.jpg (4.14 KiB) Viewed 10709 times


and the wave looks like this:
idea.jpg
idea.jpg (3.92 KiB) Viewed 10709 times


All of this would probably be hard to code since none of the things needed to support this idea is added to the game yet (that I know of) and I wouldn't be surprised if this was never added to the game.
Maybe the secondary fire could be integrated into the "fire extingusher gun" (flamer that shoots ice) idea that keeps on getting thrown around though, or replace the alt fire of an existing gun... ?


rico {l Wrote}:night vision, flares for dark levels


Since it is so easy to mod this game a lot of people would just turn on fullbright and turn off flashes if they got added. Both of those would need more cheat protection in order to implement because it would be hard to catch a person using those kind of cheats unless you record and save demos of all of your games AND run into the same player repeatedly (assuming he/she doesn't change his/her name).
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Re: weapons

Postby inpersona64 » 12 Apr 2012, 00:02

I wish we had a dual wielded weapon (considering its the only type of weapon not implemented yet). But I guess seeing as the game is so balanced, any new type of weapon probably won't show itself until Red Eclipse 2.0 :P
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Re: weapons

Postby Dratz-_C » 12 Apr 2012, 05:03

rico {l Wrote}:
Architect {l Wrote}:what you should be thinking about is how to change vars in-game on weapons and
save them as new weapons, just add to the arsenal, get busy coders
i want to see at least 10 different rifles, etc

nice, how bout a zipline/grapple gun with laser sight
not everyone likes pushers or a portal gun(:P :twisted: ) in fps

how about poison gas or night vision, flares for dark levels,
force field wall gun
good work

Teleportation device: throw it, it sticks to a wall ceiling or floor, alt fire to teleport, a straight line beams you to your location. The beam trail remains in the air for 2 seconds, gives away your old and new positions, causes moderate damage to other players that increases if they do not get out of the path of the 2 second beam. It can be used for traps in tight spaces. It ignites opponents grenades. Teleporting on top of someone damages both you and your opponent moderately. Sticking the teleportation device on the opponents body will result in a telekill. The refire rate would be 3 seconds. Some one else shooting your placed device would cause your transmitter to fire the beam on your person causing either a plasma effect that you would have to dodge to get out of or burning you to death until you find water or wait long enough. Sound interesting?
Cheers
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Re: weapons

Postby wowie » 12 Apr 2012, 22:37

Dratz-_C {l Wrote}:Teleportation device


This would break all of the current maps if it was added, plus it defeats the point of having impulse in the first place.

Example: I teleport to your flag and back to mine... repeatedly.

This would need to be heavily tweaked before it would even begin to work in a game like this.
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Re: weapons

Postby Dratz-_C » 12 Apr 2012, 23:55

wowie {l Wrote}:
Dratz-_C {l Wrote}:Teleportation device


This would break all of the current maps if it was added, plus it defeats the point of having impulse in the first place.

Example: I teleport to your flag and back to mine... repeatedly.

This would need to be heavily tweaked before it would even begin to work in a game like this.

Actually, I am amazed someone even posted a reply to this. The teleportation transmitter--maybe called a transporter armlet--and the receiver--maybe a dart--would be either one pickup or separate pickups. It would require placement in a map to work. Thus it would not break current maps. That is a good observation about doubling over impulse. It would require some creative thinking to avoid. Transporting with a flag would cause it to drop at the transmit point. I am all for heavy tweaking, and even beginning to work in a game like this would be more than I was expecting. Thanks for helping to hash the idea out.
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Re: weapons

Postby jboakajnosko » 07 Jun 2012, 20:56

I think the SMG should have a scoped alt, and fire three bullets in rapid succession, like the elite rifle from Battlefront.
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Re: weapons

Postby wowie » 08 Jun 2012, 04:19

Interesting idea... the smg in this game is more accurate than most smg's are so it could work as a marksman's weapon. It would require tweaking though, like having a lower max zoom and maybe only have one or two zoomlevels too. Don't want to make it into a rifle clone. :D As for visuals maybe an orange(red) dot sight on top of the gun?
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Re: weapons

Postby jboakajnosko » 15 Jun 2012, 20:19

Yeah. It would do about twice as much damage as the unscoped fire, so that it takes three headshots for a kill, and only a slightly smaller spread than the primary fire.
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Re: weapons

Postby inpersona64 » 19 Jun 2012, 02:59

jboakajnosko {l Wrote}:Yeah. It would do about twice as much damage as the unscoped fire, so that it takes three headshots for a kill, and only a slightly smaller spread than the primary fire.

I personally like this idea. And while I did enjoy Blood Frontier's way of SMG alt fire, this Alt-fire would definitely be better than the one we currently use (take a USAS-12 and multiply it by a M93R Raffica :lol: )
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