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Re: Community Wishlist for JA:F[message #324041] Fri, 16 August 2013 22:23 Go to previous messageGo to previous message
Akodo Deathseeker is currently offline Akodo Deathseeker

 
Messages:104
Registered:March 2001
Location: St Paul, MN
Flugente
GASK3T
SMGs are meant for close combat fighting, they should do higher damage and be more accurate in indoor missions.
Have to disagree specifically on that sentence. Giving illogical bonus to items just 'make them worthwhile' is bad. If in a game SMGs suck, then there can be three reasons:
  • SMGs also suck in RL, and are thus accurately represented. As SMGs existed back then an still do, this seems unlikely. [/quote]

    SMGs do suck in RL. This is why they were standard issue to many troops in WW 2 era, but now are generally issued to people unlikely to fire a gun in combat...people like tank crews. SMGs still exist today, true,....but so do muskets.

    Quote:
  • They aren't reproduced ingame correctly - speed too low, not enough impact etc.. Hard to say, as the game isn't out yet.
  • They are presented correctly, but their strength that set them apart from ARs aren't. For example, SMGs are much easier to use indoors due to being smaller and having less recoil (while I'm a noob, I don't think one would choose a bulky FN-FAL over an MP5 when sweeping rooms). In that case, it should be examined wether a mechanic that considers these strengths can be implemented with justifiable effort. So if, say, bulky weapons get larger AP-to-raise-gun costs, and perhaps even need extra AP when changing looking direction while aimed, then SMGs rate higher compared to ARs in SWAT-style missions, without having to add bizarre boni.
To be clear: my trouble with your statement is not your desire to make SMGs worthwhile, but your solution.



Hmm. Extra AP cost to change looking direction while aimed/in hands. Would that be a useful addition for 1.13?


I have no problem with the majority of this. Here's my hangup. MP5 is better in close combat than the standard FN-FAL because it is SHORTER...which isn't what defines SMG vs Assault rifle.

That's like saying a male lion is more deadly than a housecat because the lion has a mane. No, a lion is more deadly than a housecat because it is 500 pounds and 6 feet long.

The simple solution here isn't to imbue SMGs with magical killing power, but to introduce short-barreled assault rifles in the later stages of the game to be the premier CQB weapons. Just like how the two 'rifles' (the Mini-14 and the SKS) were introduced in the early game and then abandoned for assault rifles in the late game.

There needs to be a steady progression of tools for each combat style, a good, better, and best as the game goes along. There is no reason that good, better, and best need to fall into the same weapons classification group. I'd rather see shotguns be the good CQB gun for early game, SMG be the good CQB gun for mid-game and Short Barreled Assault Rifles be the good CQB gun for late game than to try and have three separate tiers of SMGs, and try and say that CQB tool always equals SMG

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