New item : Scope

General announcements about UAR.

Who should be able to use a scope ?

Assault Rifles (Rifleman, Medic, Cav. Scout, Jav. Gunner, Plat. Leeder, FSS)
2
22%
Assault Rifles + Ghost
5
56%
Everybody
1
11%
D answer
1
11%
 
Total votes: 9

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

New item : Scope

Postby Znimu » Sat Jan 23, 2016 1:56 pm

Hello,

I release a poll to know if you want to allow the use of the scopes only to assault rifles, assault rifles + ghost, or to everybody.

Well I know that the D answer is funny, but check it only if you have no opinion.

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New item : Scope

Postby Znimu » Thu Feb 04, 2016 8:37 am

Only one vote for now.

I won't wait more than few days from now, before to follow this vote as I agree with it.

If this is done, I may add kind of equivalent item for the automatic rifles later (probably an item increasing the range, but without vision bonus).

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New item : Scope

Postby Znimu » Thu Feb 11, 2016 11:26 am

Scopes are now usable only by standard rifles classes and SDM.
So not by :
- ghost
- AR
- Flamethrower
- Cyborg
- Prototype
- SFAAT
and their associated mini / LN.

These classes can still carry them, but won't have the bonus, and can't use them to get the permanent buff.

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New item : Scope

Postby Znimu » Thu Feb 11, 2016 6:10 pm

I will soon add a new item for automatic rifles classes. My english beeing not that good and I don't know very well weapons in general, any suggestion for a name will be appreciated. This item would increase the range +1, and an other effect that I have not chosen yet (maybe little damage, or attack speed or even short passive little slow of the target, I don't know).

I predict an item for shotguns too. This one will add +1 range and stun shortly the target (big bosses excepted). Idea of name welcome too.

User avatar
Billyum
Posts: 143
Joined: Fri Feb 05, 2016 5:15 am

Re: New item : Scope

Postby Billyum » Fri Feb 12, 2016 6:32 am

I can see how in terms of realism having each MOS able to use the scope wouldn't make sense [Because who would put a scope on a flamethrower or a shotgun?]. Though in terms of game balance it seems like the most straightforward way to do it. The spawn rate for all these range increasing items could get annoying [Imagine playing AR and seeing eight shotgun range items and none for you].

While there are many types of weapons split up for each MOS, Having range increasing items being so specialized I feel would just be overdoing it. Perhaps you could have one range item shared by Flamethrowers and Shotguns, And use the scope for the other weapons. This way its only two items that do roughly the same thing instead of four or five. The added complexity and variety that having more items would bring wouldn't necessarily be a bad thing, I just think that keeping it simple would make gameplay a lot smoother.

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New item : Scope

Postby Znimu » Fri Feb 12, 2016 7:10 am

I understand what you mean.
But I can have a full control on the spawns. So I can control the ratio of each one spawned. I can even change the ratio and the probability of them (in the caches for an example, but in totallity too, except the items spawned before the choose of the MOS) according to the MOS chosen by the players. I think about to control the spawns this way because I find quite strange to have so many unused items in the chapter 3. I think a more complicated and adapted system, a rework of the spawn could be a good thing. Nowadays many games generate the loots accordings to the players. And I find that it is a good thing. For an example, what is the point to spawn an IPR if there is no ghost ? Just to put a box on which everybody will have to look at and be decieved ?

I would let some random parameters, I won't spawn exactly the number of specialised items needed by the team, but I think it has to be improved.

In the other hand, these items increase the power of the soldiers on the general balance. And a little organization will be the prerequisite to allow each one to get the good one for his MOS (ping them for the others if it is not usable by self, go to pick them). Even if they all are carryable by everybody, we will have to bring them back to the right people when having a free slot for this, and it follows the way I see a coop game.

I am sure that I don't have the same point of view than you on this game in general as I did many public games and very few team games. So please tell me what you think about all this. Any other opinion is welcome too as usual.

DragonS
Posts: 210
Joined: Fri Jan 29, 2016 10:48 pm

Re: New item : Scope

Postby DragonS » Sat Feb 13, 2016 9:35 pm

scope + AR/borg - can be used when you prone... but when you standing, you must be hercules(power armor, medicin drugs, etc) to use it normally, esp with supress

you can use something like "box with the release of ammunition on the parachute" so all items will spawn in 1 place, ping it for team with some chance that some items would be broken or lost in some range aroud drop zone
+ofc items based on classes in start game, or alive/kia, without mia's

dont need to remove first items spawn(before team ship arrived), and they can be random

cuz periodocall random items drop on all map ... looks a bit strange
dead account to prevent non-game discussions with znimu

User avatar
Billyum
Posts: 143
Joined: Fri Feb 05, 2016 5:15 am

Re: New item : Scope

Postby Billyum » Sun Feb 14, 2016 12:01 am

I'll respond to DragonS first and then Znimu.

DragonS:
Each MOS wears at least basic power armor, While I see your point about putting a scope on a light machine gun I just think that all the futuristic technology could make it happen.

While the airdrop for the items makes more sense then them just dropping randomly all over the place [Could totally see some supply officer saying "you see that ghost there?" "I'm about to spawn him an IPR... On the other side of the AO behind a tree!"], The caches and the LZs in the "Not Helping Darksky" story line already have large groups of items in one place. If all the items were airdropped in large groups you would have to constantly move to that airdrop instead of just picking up items in between missions. It could also make some of the stronger items too easy to get [Lift boots, DU rounds, KIs, ect].

Znimu:
My biggest concern with having too many range increasing items split up between weapon types is that it won't be as versatile of a setup. New players also have trouble keeping track of who gets what items [MMG should go to Automatic rifleman, SAW should go to Cyborg, HKs go to Cav scout and medics first, SofArs go to dps rifleman first then to Platoon leader, ect]. This could add a whole extra layer of complexity that they could struggle with [The veteran players will be able to figure out what item goes to which MOS in as short as a few minutes or maybe a couple days if the AR/Borg/Prototype item is tough to decide on]. If it's only two items then it will be easier for people to figure out who they go to. Though honestly I think most people wouldn't care, I've been trying to get some friends to weigh in on this but progress has been slow.

As for the item spawning system. I like the idea, You'll need to factor in LNs and Minis though [If there is no MOS that uses light machine guns then the SFAAT won't be able to get guns for his LN ARs]. Maybe you could halve the chance when there isn't an MOS that uses the weapon or something along those lines?

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New item : Scope

Postby Znimu » Mon Feb 15, 2016 11:05 am

I think that even with a power armor increasing the strength of the wearer, an automatic rifle shakes so much when firing that a scope can't be used. Same for a shotgun, you may just knock out yourself if it had a scope.

Of course in the general rebuild of the spawn, I would take care about mini and LN. I can check the MOS in the game, and generate items in consequence. So if there is a SFAAT, I can take him in consideration.

Still thinking about all that.

To help new players, I could add to the tooltip a line "Recommanded for Cyborg" for the saw, for an example.

User avatar
Billyum
Posts: 143
Joined: Fri Feb 05, 2016 5:15 am

Re: New item : Scope

Postby Billyum » Tue Feb 16, 2016 12:08 am

I thought of an item for the light machine guns and possibly the shotguns too.

Recoil Suppressor: Lowers weapon recoil with a series of shock absorbers.

Stat ideas: +2 range +5% attack speed, or +1 range +10% attack speed

Perhaps scope could work for plasma rifles too?

[Edit: changed stat ideas].


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