Pistols[message #169182]
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Mon, 31 December 2007 22:12
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chairman_meow |
Messages:3
Registered:December 2007 Location: Vancouver, Canada |
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I would really like to see the usefulness of pistols increased in JA3. In JA2 they're barely useful at the beginning of the game, and just take up an inventory slot in the endgame but I love the idea of the pistol as a viable backup weapon. My thought is that accuracy and damage for pistols and smgs should be pumped up at extreme close ranges, and drop off significantly at longer ranges. Rifles and LMGs should get an accuracy and aiming penalty at close range or indoors to reflect the fact that large weapons don't do as well in close quarters combat. I'd like to see gameplay where if your character is surprised at close range it makes sense to drop the sniper rifle and draw the pistol. Or if you're preparing to clear that room, a small SMG or shotgun will do better than a FN-FAL. Any thoughts?
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Civilian
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Re: Pistols[message #169227]
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Tue, 01 January 2008 12:33 
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afp |
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Messages:75
Registered:November 2007 |
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chairman_meowI would really like to see the usefulness of pistols increased in JA3. In JA2 they're barely useful at the beginning of the game, and just take up an inventory slot in the endgame but I love the idea of the pistol as a viable backup weapon. My thought is that accuracy and damage for pistols and smgs should be pumped up at extreme close ranges, and drop off significantly at longer ranges. Rifles and LMGs should get an accuracy and aiming penalty at close range or indoors to reflect the fact that large weapons don't do as well in close quarters combat. I'd like to see gameplay where if your character is surprised at close range it makes sense to drop the sniper rifle and draw the pistol. Or if you're preparing to clear that room, a small SMG or shotgun will do better than a FN-FAL. Any thoughts?
It's hard to simulate this in JA2, because of the calculations needed to check if you aim an indoor or outdoor target. But something else is already done, just it should be improved a bit:
SMG's and shotguns should have definitelly LESS action points to fire than assault rifles. They already have sometimes, but this difference is not clear enough. If you're going to room clearing, you should prefere MP7 instead an AK because of less action point for using it. For example, if you have 10 points for burst fire for an MP7, you rather prefere to fire two bursts per turn instead a single burst from an AK of 15 AP. That would simulate handleness good enough.
Pistols and machine pistols should be indeed used as side weapons, by having small AP to use, so for example when you main rifle can't fire anymore because you only have 5 more AP, then you turn to pistols and maybe fire the final shot with it. Something like when the ammo from the main weapons is over while in combat, and you quickly switch to side weapon.
EDIT: I forgot to mention that the SMGs should ussually have a better burst accuracy inside effective range, mainly because of the smaller round than an assault rifle.
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Corporal
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Re: mm[message #176560]
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Tue, 26 February 2008 03:02 
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nikkimond |
Messages:4
Registered:September 2007 |
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Brigade E5 modeled pistols so well, you needed to have a side arm if you wanted to come out on top when clearing rooms in close quarters. Even with weapon drawn the pistol shooter always had the shortest prepare time over a rifle guy so pistols fire first. Add to that the loss of initiative once that 9 milly hits your vest. Allowing a second pull of the trigger.
But thats in a real time pausable game. In a turn based game time don't mean squat because its all AP.
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Civilian
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Re: mm[message #178946]
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Sun, 23 March 2008 21:07 
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JohnnySideburns |
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Messages:19
Registered:September 2007 |
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while engaged in hand to hand you shouldnt be alowed to use a two handed weapon at least not against a guy with martialarts skill. I mean you have to be an imbecile if you close the distance to an oponent only to let him pull up a big gun between you... unless maybe if its a guy who does teakwondo or a boxer with long range who likes to keep his distance, and you shouldnt be alowed to move out of close combat to get a propper shot, without the other guy getting a free hit in your back on the way...
also single action revolvers should have an even quicker short range draw time than pistols
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Private
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Re: Pistols[message #190706]
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Mon, 14 July 2008 09:56
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MikeT |
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Messages:7
Registered:July 2008 Location: Brisbane, Australia |
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afpchairman_meowI would really like to see the usefulness of pistols increased in JA3. In JA2 they're barely useful at the beginning of the game, and just take up an inventory slot in the endgame but I love the idea of the pistol as a viable backup weapon. My thought is that accuracy and damage for pistols and smgs should be pumped up at extreme close ranges, and drop off significantly at longer ranges. Rifles and LMGs should get an accuracy and aiming penalty at close range or indoors to reflect the fact that large weapons don't do as well in close quarters combat. I'd like to see gameplay where if your character is surprised at close range it makes sense to drop the sniper rifle and draw the pistol. Or if you're preparing to clear that room, a small SMG or shotgun will do better than a FN-FAL. Any thoughts?
It's hard to simulate this in JA2, because of the calculations needed to check if you aim an indoor or outdoor target.
If they were building a new engine from the ground up, all they've got to do is include a new function which takes into account the characters proximity to objects and where they are in relation to the character. Items such as desks and filing cabinets would have a penalty attached to them when the character is standing immediately next to them, because any objects around the character would impede his ability to move and aim his weapon freely. The same can be applied to tight corridors and such. For example, if there's a space hallway that is one space wide, then clearly someone who has a long weapon such as a LMG or assault rifle will need to raise their weapon to turn around before being able to level the sights again.
I'm no programmer, but I can't imagine that this would be incredibly difficult to program if it was being put into a new engine. First person shooters have been doing things like this for ages.
[Updated on: Mon, 14 July 2008 09:57] by Moderator Report message to a moderator
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Private
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