View Poll Results: Do you want damage drop off/ effective range added to weapon types?

Voters
50. You may not vote on this poll
  • Yes. I am interested in the game having a more dynamic weapon system.

    24 48.00%
  • No. I can't adjust to a new meta! McSic save us!

    17 34.00%
  • Neutral. I don't know what this balance you speak of is, but I will continue to pummel my enemies!

    9 18.00%
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  1. #1
    Suggestion Gatekeeper

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    Hello Freestylers,

    A few of the staff have been talking about another way we could bring something new to the weapons and balance in game. We thought that adding a damage drop off(effective range) to weapon types may be a possible way to do this.

    Here is just a very rough representation showing the idea of how it would work.


    To go into a little more detail, essentially each weapon type would have a different effective range. For example a sub machine gun would do 100% damage up to 50 feet/15 meters, then it has a quick drop off to 30% damage and would maintain that regardless of how much further it goes out. Please note these are not the numbers that would actually be used, its just a hypothetical example.

    This is not a for sure thing, but it would allow us to better balance the weapons in game.
    We are just trying to collect feedback on this idea so vote if you feel like it and post your feedback.

    Voting Options:

    1. Yes. I am interested in the game having a more dynamic weapon system.
    2. No. I can't adjust to a new meta! McSic save us!
    3. Neutral. I don't know what this balance you speak of is, but I will continue to pummel my enemies!
    Last edited by S1lent; 07-15-2016 at 05:01 AM.

  2. #2
    Bunny's Avatar woof.

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    i like the 2nd and 3rd options phrasing

  3. #3
    Banned

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    3. Neutral. I don't know what this balance you speak of is, but I will continue to pummel my enemies!

  4. #4
    Buddhism's Avatar Freestyler

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    I am interested, but, only if had another example to compare the SMG to.
    I mean if the damage is 100% at close range, does that mean it's going to do more than it does now?
    Or are you guys going to remove the accuracy(?) that's not the word, but the spread of each select weapon type?
    Because if not, essentially all that is happening is you're making guns do less damage when it is already harder to hit?
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  5. #5
    Jonathan pls's Avatar Uh suma luma duma luma

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    Really not feeling like getting used to damage all over again

  6. #6
    Sunfire's Avatar [̲̅$̲̅(̲̅ ͡° ͜ʖ ͡°̲̅)̲̅$̲

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    Dunno really how this could help. I say leave it as it is. I feel like its balanced enough right now.





  7. #7
    McSic's Avatar L e a d e r

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    Originally Posted by Buddhism View Post
    I am interested, but, only if had another example to compare the SMG to.
    I mean if the damage is 100% at close range, does that mean it's going to do more than it does now?
    Or are you guys going to remove the accuracy(?) that's not the word, but the spread of each select weapon type?
    Because if not, essentially all that is happening is you're making guns do less damage when it is already harder to hit?
    E.g. We could potentially increase the shotgun damage on very close / close range, and add a high damage drop-off for mid and long range.

  8. #8
    Stuwadie's Avatar I Am Half Retarded

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    Im afraid this will be as bad as the anti lead

  9. #9
    Notorious's Avatar Khangus Khan

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    What's weapons would come into effect exactly? At the moment shotguns do this well in a sense since further the distance the wider the pellet spread, meaning the range the shot is taken determines the pellet spread which then determines how many pellets are capable of hitting within the opponents hitbox causing damage at example of 10 damage per pellet.

    May I ask what happened to the idea of weapon rebalancing as a whole that was debated awhile back?
    Last edited by Notorious; 07-15-2016 at 02:15 PM.

  10. #10
    Notorious's Avatar Khangus Khan

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    Last edited by Notorious; 07-15-2016 at 02:20 PM.

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