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  • jchan59 Calculating status... 3 posts since
    May 22, 2010
    Currently Being Moderated
    240. May 22, 2010 12:13 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    =1=
    What trade-off's make a weapon balanced in your mind's eye?

    If a gun does more damage than other guns, then it should also have more recoil and less ammo.
    If a gun has very little kick, it should have less damage
    If a gun has a lot of range, than it should be semi.

    =2=
    Or, think of it like a diagram with 10 possible stars. For each core type of gun, how would you set-up the stars.

    Sniper
    Damage: **********
    Range: **********
    Accuracy: ********
    Mobility: ****

    AR
    Damage: *******
    Range: ******
    Accuracy: *******
    Mobility: ******

    Sub
    Damage: *****
    Range: *****
    Accuracy: ******
    Mobility: *********

    LMG
    Damage: ********
    Range: *****
    Accuracy: ****
    Mobility: ***

    Shotguns
    Damage: ********
    Range; ***
    Accuracy: ***
    Mobility: ******

    Don't stop with this list, please insert your own list of tunables and assign a 1-10 value with your example guns.

    I didn't play the cod games seriously until mw2 but, i like what fistdacuffs goes over in his videos. However, i like the way streaks are like in mw2. doesn't bother me so much. I like the fact that you have a big list of streaks you can choose from to give players variability so you aren't playing for the same thing every time.

    IMO i definitely would like to see commando removed, it is a FPS game not a knifing game. If you have noob tubes maybe make a separate game type where noob tubes are allowed/not allowed. If someone has a noob tube attachment on in a game type that doesn't allow it then a message will just pop out saying it isn't allowed kind of like how you can't use your pred missile right away in a new round in Search and Destroy. Also, it would be cool if there was a way to macro your own buttons instead of only choosing the layouts given. i rather be able to put my knife button where my secondary grenade button is at becuz i rarely use the secondary grenade. I don't think custom button layouts would be over powered because its all about preference on how somebody sets up their buttons anyways.
  • TH3R3DR41N Calculating status... 6 posts since
    May 22, 2010
    Currently Being Moderated
    241. May 22, 2010 12:38 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    =1=
    What trade-off's make a weapon balanced in your mind's eye?

    If a gun does more damage than other guns, then it should also ___Kick_____
    If a gun has very little kick, it should ___Have a lower Rate of Fire__.
    If a gun has a lot of range, than it _Should kick More or have less mobility_.

    =2=
    Or, think of it like a diagram with 10 possible stars. For each core type of gun, how would you set-up the stars.
    Uzi
    Damage: 6
    Range: 3
    Accuracy: 5
    Mobility: 9
    Rate of fire: 9
  • crunkndatrunk Apprentice 1,301 posts since
    Jul 6, 2011
    Currently Being Moderated
    242. May 22, 2010 12:46 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)

    TH3R3DR41N wrote:

     

    =1=
    What trade-off's make a weapon balanced in your mind's eye?

    If a gun does more damage than other guns, then it should also ___Kick_____




    This was the flaw with SMGs in W@W

    Power and Accuracy should always go together, that way the most powerful weapons also require the most aiming ability and skill to be used to their full potential.

    Once you make inaccurate spray and pray guns super powerful, the game becomes random hip-spray and no aim/skill.

    Power and Accuracy must go hand in hand, counter with a very low rate of fire and capacity. (SNIPERS)

    High rates of fire, high capacity, low accuracy, and low power = (SMG) or what SMGS should be.

    Again I emphasize making the most powerful weapons also the most accurate. Make powerful weapons require skill to use. If you want to overpower a weapon, overpower one that requires someone to aim down the sight.
  • TH3R3DR41N Newbie 6 posts since
    May 22, 2010
    Currently Being Moderated
    243. May 22, 2010 12:48 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)

    by Crunk N DaTrunk on 1 minute ago

    TH3R3DR41N wrote:

     

    =1=
    What trade-off's make a weapon balanced in your mind's eye?

    If a gun does more damage than other guns, then it should also ___Kick_____


    This was the flaw with SMGs in W@W

    Power and Accuracy should always go together, that way the most powerful weapons also require the most aiming ability and skill to be used to their full potential.

    Once you make inaccurate spray and pray guns super powerful, the game becomes random hip-spray and no aim/skill.

    Power and Accuracy must go hand in hand, counter with a very low rate of fire and capacity. (SNIPERS)

    High rates of fire, high capacity, low accuracy, and low power = (SMG) or what SMGS should be.

    Again I emphasize making the most powerful weapons also the most accurate. Make powerful weapons require skill to use. If you want to overpower a weapon, overpower one that requires someone to aim down the sight.


    oh sorry i wasnt thinking, now... it should be rate of fire
  • crunkndatrunk Apprentice 1,301 posts since
    Jul 6, 2011
    Currently Being Moderated
    244. May 22, 2010 12:51 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    Agreed, high power and low ROF typically balance weapons well. I love how having a fast trigger finger can grant semi-auto users both a high rate of fire and power, but mods ruin the whole point of semi-auots.
  • stuff205 Calculating status... 1 posts since
    May 22, 2010
    Currently Being Moderated
    245. May 22, 2010 1:18 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    i think that Cod 4 had the best weapon balance and sound. this guy on youtube has alot of good advice so you should check out the videos he put 5 of them up just for this topic and talked about it heres the link to the first vid http://www.youtube.com/watch?v=h4FRET47Gcs&annotation_id=annotation_665289&feat ure=iv watch it it has alot of good ideas theres 5 episodes
  • Carl0sC Novice 216 posts since
    Sep 4, 2008
    Currently Being Moderated
    246. May 22, 2010 1:19 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)

    Vahn wrote:

     


    =2=
    Or, think of it like a diagram with 10 possible stars. For each core type of gun, how would you set-up the stars.

    Damage:    **********
    Range:     **********
    Accuracy:  **********
    Mobility:  **********

    Don't stop with this list, please insert your own list of tunables and assign a 1-10 value with your example guns.



    I think the whole Accuracy stats should go and every gun should be pinpoint accurate. Then replace it with the Recoil Stats.
  • randomguy987 Novice 441 posts since
    Sep 27, 2011
    Currently Being Moderated
    247. May 22, 2010 1:44 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    A couple of general observations:

    1. Tell me if you guys disagree, but aren't there are TWO types of weapon balance to think about -- (1) between classes (ARs vs. SMGs vs. shotguns, etc.), and (2) within a weapon class?  Personally, I tend to think that between-class balance is the more important of the two.  I'm really fine with the differences between various guns within a class being fairly minor and aesthetic.  But when one class of weapons completely dominates all other gun types (MW2's ARs and WAW's SMGs, I'm looking at you), or when one class of guns is essentially useless (e.g., MW1's shotguns), then it really takes away from the enjoyment of the game.  If all weapon classes are viable choices (at least on the average-sized map), then it seems to encourage a variety of playstyles and lets players mix it up and keep things interesting.

    2. I would strongly suggest that Treyarch do its playtesting for balance on average, run-of-the-mill internet connections rather than over the office LAN (and, hey, a beta would accomplish this handily).  I'm sure that WAW's bolt-action rifles were beast in LAN games, but given the imperfect hit detection and latency inherent in Xbox Live/PSN gameplay, I think most players would agree that these weapons simply were not competitive in the average pub match (for example, if that first shot with the Kar98 didn't register, you had pretty much already lost that gunfight).  Similarly, I'm guessing that MW2's M/L/C/tacknife combo didn't seem nearly as o/p when tested on a LAN because the "victim" had an actual chance to kill the knifer.
  • boomersooner234 Newbie 23 posts since
    May 20, 2010
    Currently Being Moderated
    248. May 22, 2010 1:45 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    http://www.youtube.com/watch?v=jIoxoGupudw&annotation_id=annotation_956970&featu re=iv... watch f1stdacuffs vids... thanks
  • Rym3nocer0s Calculating status... 27 posts since
    Jul 11, 2009
    Currently Being Moderated
    249. May 22, 2010 2:03 PM (in response to vahn)
    Re: Weapon Balance (What does it mean to you?)
    Weapons with high damage should have low accuracy and rate of fire.

    Weapons with medium damage should have medium accuracy and rate of fire.

    Weapons with low damage should have high accuracy and rate of fire.

    --------------------------------------------------------------

    Snipers with the highest damage should have the lowest rate of fire.

    Snipers with medium damage should have more magazines and medium rate of fire.

    Snipers with the lowest damage should have the largest magazine, fastest rate of fire, and highest accuracy for the next shot.

    ------------------------------------------------------------------------------- -------------------

    Mounted grenade launchers should only stun the player on impact.

    Mounted grenade launchers with the "fireworks" perk equipped should only kill on impact - or stun the player if not on direct impact.

    ------------------------------------------------------------------------------- ------------------------

    Weapons with high and medium damage with the suppressor attachment equipped should decrease the weapon's damage slightly.

    Weapons with low damage with the suppressor attachment equipped should not decrease the weapon's damage.

    ------------------------------------------------------------------------------- -------------------

    Weapons with larger bullet damage should differ range accuracy, for the bullet's weight dipping it lower than what was aimed down the sight.

    Weapons with lower bullet damage should not differ range accuracy, for the bullet's small weight remaining in line what was aimed down the sight.
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