I didn’t really wanted to make this post (and at the same time I was wishing so hard to do it) because it seems that eveyone got the whole gunplay theme covered, as it’s a topic which interests to everybody, but there are some stuff missing… Stuff that I was kinda sure someone will talk about sooner or later. But no one did, so I decided to write my own suggestions, despite most of my suggestions are oriented to PvE and other gameplay aspects besides guns.
Remember this?
This was sort of random stuff; I had to lend the PC so I just wrote that real quick. Regardless,that’s not the only suggestion I have for ballistics.
I warn you, this post is the titanic big brother of my last one (you guys know me ).
So what are we discussing today?
Effective and maximum range
Everyone talks about effective range, and understand it as the distance a bullet can travel and harm. But also, currently in 3.x this same range leads to the misconcept of the maximum range.
And why does this happen? Well, because there’s something missing: we got bullet drop, but we haven’t got damage drop yet.
First the explanation: how does this work?
I got this idea from Contract Wars and Heroes & Generals (and probably it works like this in many other hardcore shooters), and it’s basic principle is that the further the bullet travels, the more strenght it loses.
Currently in 3.x guns just have maximum range, which also is all the way long effective, meaning the bullet does the same damage, no matter how much distance it travels. Adding the damage drop mechanics would make it harder for anyone to snipe away others with the wrong gun.
Said this, it’s good to recognize that most CQC or low caliber guns have ridiculously flawed range, meaning that if this change is applied, it would result into a catastrophic nerf to these guns. To counteract this, it would be necessary to buff these guns’ max range (I’d do these buffs even if damage drop isn’t applied).
Also in 3.x, when bullets reach they maximun range, those just disappear, when IRL they just hit with much less force when they finally land onto something after travelling insane distances. Bullets should travel until they hit something (ofc with quick despawn time in case those are shot upwards), dealing much less damage if they hit beyond their max range.
Have these screenshots as example. Notice the small graphic at right bottom corner that states effective distance and damage drop as the bullet goes through further distance (measured in meters).
All images and stats are for comparisons and references. This is not intended to suggest all of the example guns to be added (some already exists in the game) nor the whole statistic layout to be applied, although it’s really nice.
WARNING: large sections of images as follows. All stats screenshots and values are from Contract Wars.
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Those all were examples for some assault rifles LMG’s; some names for russian weapons have been changed to contain russian characters. Sniper and battle rifles would have a lot more range of course.
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Following examples are for shotguns, pistols and SMG’s, which currently in 3.x have really short maximum range (mostly not further than 80m), which I consider a big flaw and I think that all of these need at least a small buff
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I hope you liked my post, I really appreciate feedback. Sorry for making it too long, I felt the need to put as many examples as possible to vary stat differences, and putting gun screenshots to identify them properly.
Vote below!
- The whole idea is realistic and fair enough to be included. I’d agree with several tweaks on guns
- Your idea is fine, but I’d prefer to keep current effective ranges
- I find some problems with this suggestion… (comment)
- I don’t like this suggestion; effective distance physics are ok as these work right now