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Right now weapons are at it's most unintuitive, as there's 50% inheritance (there's no arguing this, 100% is completely intuitive, and 0% is also intuitive). Not only does it make aiming bad, but it also punishes people who move fast or rushes, because you'll only add 50% of your movement speed to damage your opponent, but the opponent does 100% extra damage to you (so say when you rush you do 50 damage, your opponent would do 60 damage).There's also a movement speed cap, where you cease to do any damage at all, very noticeable with spas. If you run too fast you'll stop doing damage, so your weapon become completely harmless, which is pretty dumb as you'd think spas was intended for rushing.Nades need to have a timer from when you start holding nade to the time they can explode, so people can't just tap nade and have it explode directly (makes chainsaw quite pointless, and is just generally not fun). Not paying attention should actually be punished, so in this case it wouldn't reg until x amount of time has passed (like the time to throw a nade at full force).
Nades need to have a timer from when you start holding nade to the time they can explode, so people can't just tap nade and have it explode directly (makes chainsaw quite pointless, and is just generally not fun). Not paying attention should actually be punished, so in this case it wouldn't reg until x amount of time has passed (like the time to throw a nade at full force).
Such as the ridiculously high amount of range you gain in your field of view if you put your cursor at the far edge of the screen. Which makes any movement that require you to face backward a big disadvantage. For example flips, cannon balls, prone cancels, ...
Fuck you I do this all the time. I mostly agree with your other points though.
Right now weapons are at it's most unintuitive, as there's 50% inheritance (there's no arguing this, 100% is completely intuitive, and 0% is also intuitive). Not only does it make aiming bad [...]
[...] but it also punishes people who move fast or rushes, because you'll only add 50% of your movement speed to damage your opponent, but the opponent does 100% extra damage to you (so say when you rush you do 50 damage, your opponent would do 60 damage).
There's also a movement speed cap, where you cease to do any damage at all, very noticeable with spas. If you run too fast you'll stop doing damage, so your weapon become completely harmless, which is pretty dumb as you'd think spas was intended for rushing.
Bulletspread is completely random, which makes the game highly luck based, there's no way to control it. If you want to avoid spray then add the bink mechanic in again, because that is at least skill based (as you could avoid the bink), or make it similar to the old mp5 spread, where it was predictable.
About nades— I find it amusing that nobody seem to have any problem about the fact that you can simultaneously throw (or worst, spam) nades and pulling/holding the trigger...
I can't even imagine seeing Arnold or Stallone using both hands to pull out a grenade pin like some schmuck. At most they'd use their teeth to pull out grenade pins while one-handing their weapon.In fact, Arnold seems to just attach his grenades by their pins in order to immediately throw them:https://www.youtube.com/watch?v=ix3EEipwRJk&t=3m28s (3:28)
"Most unintuitive" would be zero inheritance (like prior to version 1.2.0, or the current knife) ...or hell, negative values. =)Though 50% is just a round number chosen by MM years ago. Maybe the optimal would actually be, say, 62%?
No. The damage formula is indifferent to the victim's velocity. All that matters is the bullet's damage value and absolute speed when it hits, as well as the hitbox (head/torso/legs). This is of course neither realistic nor intuitive, but it promotes offensive gameplay.
I have no idea what you mean by this. If the weapon doesn't deal any damage at all then it's a bug. Though I'm probably misunderstanding, so please elaborate for me.
The spread being random is by design. If you want the spread to be predictable then there would be no point in having the spread at all, other than being a general nuisance and arbitrary skill barrier. If the weapon's spread is becoming a problem then you're probably fighting at a range further than it's intended to be effective at. Try a more accurate auto, Ruger or Deagles instead if you like fighting at that range. =)