| [Idea] Adding weapon proficiency traits[message #325523]
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Sun, 22 September 2013 17:09
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Taro_M |
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Messages:292
Registered:November 2008 |
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Hi, I just downloaded the latest revision and started making my mercs, but when I went to assigning traits I stopped to think about them.
I really dont like that gun is combined with other traits. For example, I would like to create close quarters shotgun specialist, but shotgun proficiency is tied to the hunter trait that do something I really dont need.
So I would like to ask how to add new screen after selecting major and minor traits. One that would allow to select mercs gun proficiency. I think that new setting should be added:
MAX_GUN_PROFICIENCY_ALLOWED
With would govern how many points you have to spend on gun proficiency, with bonus for every point not spent (but smaller then bonus for no traits). Also additional setting should be added to control the effects of the proficiency on characters.
This also a matter of roleplaying characters.
[Updated on: Sun, 22 September 2013 17:10] by Moderator Report message to a moderator
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Master Sergeant
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| Re: [Idea] Adding weapon proficiency traits[message #325560]
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Mon, 23 September 2013 18:26 
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dinglehopper |
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Messages:134
Registered:January 2008 |
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I know it hasn't been asked for yet in this thread, but I thought I would maybe interject some real world information into this conversation.
First though, I would like to be upfront in saying in my opinion shotguns need some major loving in this game. I try to role-play a hunter sometimes too. They always get brown pants to cover up the fact that they have to let the enemy get so close they crap themselves every time, and no matter how hard I try to stick to it I always either end up role-playing in a change of profession at around coolness 4 or role-playing a funeral for the crazy shot gunner who got to close one too many times.
Shotguns are not meant to be a combat weapon, but they do have enough combat utility to often get included as at least one persons kit in a platoon/squad. The benefits of shotguns are they are generally lightweight, easy to repair, durable (actually easier to damage, but still typically work with minor damage that would stop any other gun), and they have a wide variety of ammunition (easily more than any other round). The disadvantages are they are loud, usually have limited magazine sizes, are often not semi-auto, and produce a lot of recoil force when fired.
The rest of the benefits and disadvantages come from the rounds themselves. With a full choke and #1 buckshot you could probably kill something out to 100 meters (realistically though 75 to 80 meters would be the max effective range still). With a sabot rifled slug however 200 meters is not unordinary.
I think a lot of non shooters get shotguns wrong on its rate of fire. Many pump action shotguns do not require releasing the trigger, this means with every pump it will fire and with a little practice someone can easily fire a pump action as fast as a semi-auto.
Also while the recoil on a shotgun is indeed heavy, it is different than with other guns. Most guns recoil forcing the crown (business end of the barrel) up and to the right. Shotguns typically recoil straight back, meaning someone of sufficient size and using a proper stance does not lose the target when firing a shotgun. This is a huge part of firing multiple rounds on target, and because of this it is actually faster to fire a shotgun on the same target multiple times for someone with minimal practice.
Also, shotguns especially when using shot (as in not a slug) have a huge advantage over other firearms in tracking and shooting moving targets. They are weighted different than most guns, with far more of the weight pushed towards the butt of the gun, making it easier to maneuver the crown and acquire a target. The reason they can do this for shotguns is twofold. It does not need a thick and therefore heavy barrel, and as mentioned earlier the recoil is not up and to the right as with rifled barrels.
So my suggestions for the game:
-Add a new sabot rifled slug that gives a significant range increase
-Increase the damage from a standard slug (it is devastatingly large)
-Add a new shot that is #4 buckshot which has more pellets that have higher range but do less damage
-Remove or seriously reduce the target movement penalty when using shot and slightly reduce it when using slugs
-Give shotguns a slight decrease in the APs needed for aiming levels (because it is easier to aim a shotgun due to the balance)
-Reduce the AP for shotguns, especially pump actions
Shotguns in real life are ideal for CQB (Close quarters Combat, i.e inside), in game they do not mirror this. I think removing/reducing the target movement penalties, and lowering the APs needed to shoot and aim will help bring shotguns to a point where they are good for indoor fights in game while the range limitations will keep them from becoming so powerful people choose them over rifles regularly. The ranges are realistically to long in game, but that is also the case for most of the pistol calibers, and if you could only use buckshot effectively 3 tiles away, people would just go melee.
Shotguns do need some loving, I don
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Sergeant
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| Re: [Idea] Adding weapon proficiency traits[message #325816]
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Fri, 27 September 2013 16:04 
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Taro_M |
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Messages:292
Registered:November 2008 |
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There is no AP reduction for firing shotgun, only for pumping another round.
IMHO shotguns would be much more violable option if there was a way to reduce AP for firing, and reduction of aim levels (with is better). I mean trait or something. Also reducing their aim levels could portray that shotguns are easier to use then rifles. In short they still would have crappy accuracy like before, but using them would be less AP heavy.
BTW: Sniper already is faster, more accurate and requires less AP for rechambaring the round. The reduction of aim levels means he gets max accuracy faster and for less AP.
[Updated on: Fri, 27 September 2013 16:09] by Moderator Report message to a moderator
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Master Sergeant
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