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A quick, temporary sustained balance thing

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#1
CrimsonKaim

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All sustained hitscan weapons deal 0 damage at long ranges (numbers should vary a tiny bit amongst sustained weapons). So we have sniper rifles being the only hitscan wepaon that deals damage at all at logn ranges and prevents Assault Rifle sniping on maps like Bunker.

 

Assault Rifle for example deals still 8 damage across the map of Bunker. and that is insane, especially for A-classes. 2-3 Assaults are enough to deal around 100 damage at long ranges after one second. This is more than the Slug Rifle (60 dmg) deals with one shot. 

 

 

So, why not adding the 0-damage-block for long rangers for every hitscan sustained weapon?


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#2
Hyginos

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Solving the wrong problem.


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#3
Loglino

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Solving the wrong problem.


Still a problem I guess.

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#4
Meraple

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2-3 Assaults are enough to deal around 100 damage at long ranges after one second. This is more than the Slug Rifle (60 dmg) deals with one shot.

Why are you comparing 2-3 weapons together against 1 weapon alone?



#5
StubbornPuppet

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Hitscan sustained weapons should be considering spread across distance to calculate the damage.  They don't have to track every single bullet to do this, just determine the effective range for each weapon and set a "cone" of spread to damage ratio.  So, up close, the sustained weapon is doing 100% of its damage, as on a per shot basis, 100% of it's shots are landing on the target.  As it reaches 60% of it's effective range, it might only get 60% of its hits landing. At 99% of it's effective range, only 1% of shots would actually hit.  So, then the game essentially "rolls the dice" at the frequency of each bullet (simply based on rate of fire) and decides whether damage is added for each.


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#6
Hyginos

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Still a problem I guess.

 

Perhaps. It may be helpful to identify what the correct problem to solve is.

 

To address the OP more directly: Are you really complaining that a full second of exposure to the fire of 3 mech at their optimal weapon range is punishing? The entire purpose of the AR is to chip at long range with some functionality in mid to close. Same is true of Hawkins and RPR. How effective they are and at what range is balanced by their accuracy and damage fall off. Perhaps we should nerf HEAT cannon and EOC as well because they can do damage at long range when fired in volume? 

 

Also, the I'm pretty sure the entire distance across bunker is less than the length of the bridge on front line. It's not really that far.


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