I brought this point up a long time ago...though the the thought didn't garner much interest. Glad to see it revived and that many feel the same about this. I very strongly agree with arand here:
arand {l Wrote}:I'm repeating myself, but in my opinion the problem with the rifle is that it's too versatile, it's effective at long range AND effective at close range, I would like to see weapons like the sword, shotgun and flamer being distinctly better than the rifle at close range, something which I don't think is the case at the moment.
The rifle is practically a counter-all weapon in RE right now. You can snipe at ranges that others can't easily see you, and you can blast those charging at you in close range by spamming double jump (many players do this, btw...not just this "MelvinSour"; it's not a niche case). My opinion has always been that the splash radius of the rifle is simply too large, and that reducing it would greatly cut down on its versatility. However, as I myself have also played with this to great extent, I felt that cutting the radius in half was just too much, so (like Evropi hypothesized), I
roughly quartered the splash radius. I also realized the high hitpush issue that ballistic and Rabid mentioned here, so I had brought that down a bit as well; not just to match the smaller splash radius, but to make it closer inside the actual splash of the rifle so one does not push a target without damaging them.
I've read some other ideas in this thread that I like, and change my thinking in how to balance the rifle, however I'm going back and forth. I really think we need to pin down
what exactly is making the rifle unbalanced. Is it the large splash radius, or is it the fact that it even has a splash at all? Can we fix it by reducing the splash radius, or getting rid of it entirely? Does the fact that splash exists at all detract from the purpose of a rifle being a long-range weapon? I'm on the fence between two solutions:
- Make the rifle more like a "real" rifle and have high damage, small clip-size, low rate of fire and no splash, requiring some actual accuracy to use well.
- A compromise between the above and the current implementation: Reduce splash by some factor, but increase (or not) the damage done by the primary fire.
Whatever changes are agreed upon, they should produce the end result of
limiting (or even eliminating) the rifle's close-range effectiveness while at the same time
promoting long-range use and requiring the user to be accurate when shooting. Emphasis should be placed on
accuracy and
long range, and that being in close proximity to others and missing their shots leaves them quite vulnerable due to the low rate of fire and small clip-size of the rifle.
Thoughts about Solution 1Personally, I don't like how versatile the rifle is. It's a slow-firing, small clip-sized weapon with a scope and high damage...that sounds like a sniper rifle to me; a
long range weapon, not a close-range one. The only thing that doesn't fit the bill is the splash damage the primary fire does...sure it's weaker than the secondary fire (pro-tip: the secondary damage is much higher than primary; you just have to be accurate. Scary I know!), but the huge splash radius and moderate damage that it does makes it just as useful of a weapon in close ranges, and one could argue that it's
too useful. I strongly feel that a rifle should be limited to long range, especially if it has a powerful scope (which the laser rifle does), and that this long-range limitation should be supplemented by high damage per shot, with things like small clip-size and a low rate of fire to help further balance out the weapon.
The Red Eclipse rifle already meets this criteria with it's secondary fire as it is stronger, but with a slower rate of fire than its primary fire. The only thing that kills the rifle's long-range usage is that its primary fire has splash, which solely makes it a viable choice in a close-range situation; a situation that a rifle should normally be quite ineffective. Close range weapons like the sword, smg and shotgun should dominate a rifle user if they are in close proximity, whereas the rifle user should be able to dominate everyone if they can stay fire away from everyone else. Sadly, with the rifle's splash, the former is very difficult and unlikely while the latter simultaneously remains possible.
Regarding this point, I think the key things that we can do are:
- Eliminate rifle splash entirely
- Increase overall damage, primary fire included
- Possibly reduce the rate of fire even more, even if slightly
Thoughts about Solution 2I understand that Red Eclipse is a fast-paced game, and that the splash feature of the rifle helps compensate for that by making it easier to land a hit with a weapon that has such a low rate of fire, but I feel like that this has been taken to too much of an extreme and again, makes the rifle far too versatile and (I hate to say it and sound whiny) a little bit overpowered. As a counter to my first solution, I feel that completely eliminating the splash could force the rifle into a niche group of people who have excellent twitch-accuracy, and severely trim the number of players who actually use the rifle. Maybe that's a good thing, and maybe it's not so good. There are
plenty of ridiculously accurate riflemen/snipers in online games who have no problem pulling off long-range shots with ease and perfect accuracy, but I wonder if the fast-paced nature of Red Eclipse could make sniping a little too difficult, even for those good at it.
Perhaps we could indeed balance out the rifle while keeping its unique splash feature. I saw some different ideas that I like, such as reducing the clip-size to 3, and reducing the size of the splash as the distance between you and what you hit increases. Reducing the radius of the splash is something that I feel any final solution should have, no matter what, however I wonder whether or not we should supplement that with increased damage as well, to bring out the high damage and accuracy traits of the rifle.
For this solution, I personally feel that this could be done well with a mixture of all these ideas from arand, ballistic, Evropi, Rabid and myself and do something like the following:
- Reduce splash damage by about 1/2 or 1/3
- Increase the damage of the primary fire to reward accurate shooters
- Reduce clip size to 3, or decrease rate of fire
Misc Thoughts and RamblingsTo go off on a tangent here, Team Fortress 2 comes to mind. In my opinion, it's somewhat fast paced and chaotic with lots of things going on at once, and there are plenty of fast-moving characters like the Scout, Medic and Pyro, yet plenty of Sniper players pull off some amazing shots seemingly with ease, so I have to argue again that a rifle should take skill to fully use its high damage to full potential.
I also wonder it would be worthwhile to remove the differences between primary and secondary, and make them the same, except for the fact that you can zoom in. Doing so would greatly supplement my first solution, while also fulfilling the emphasis I feel the rifle should have. To elaborate, rifle secondary is different from primary in that it has a slower rate of fire, higher damage, no splash, and a significantly faster projectile speed. I just felt that it would be interesting to give these differences to primary fire, and have no difference in secondary fire save for the scope. The only negative I see with this is that it would make the rifle a little bland as far as an alternate ability.
Interestingly enough...not many realize it, but I modified the rifle vars on the WazuClan servers several months ago, and they have remained that way even now. They're a bit dated, and the ideas I've read in this thread make me want to tweak them even more, but those vars are currently:
- {l Code}: {l Select All Code}
sv_rifleexplode1 23 // roughly quarters the splash radius
sv_riflepusharea 1.0 // reduces the push area to match the new splash radius and not push the player if they don't sustain damage
Sorry for the long and most likely unorganized and sloppy ramblings (I'm very bad at putting what's in my head into writing), but this topic is something I've been passionate about for a while, and never got much attention when I brought it up in the past. Please, let's keep the ideas going, because together we can find a solution everyone is happy with :) Don't stop brainstorming! I don't care if you hate all my ideas...say so! It just means that there's a better solution that a majority can accept.