Could've put this in the thread about the suggestions for games to play until Ember is playable, but it needs a separate thread. Mainly because I'm pissed off about it.
So, I tried Blacklight Retribution and to my great disappointment, anger and annoyance, it played the same way as another game I've had the displeasure of trying, which was Metro: Conflict.
My problem was that there was no point in e.g.: equipping yourself with an anti-material or bolt-action rifle that had extremely low fire-rate, reload speed and slowed movement, because anyone with a lighter, plain assault rifle, modded or unmodded, could kill you with a head-shot, from long range and given their clip-size and fire-rate, there were even better suited for it than the weapons that were made for that purpose. Someone could spray a few bullets my way from a distance I couldn't even see them or needed more than a long second to make them out against the background, especially without a more than 2x-3x zoom scope. Some needed only 'one' shot, with assault rifle type weapon, from long distance, to kill. In Metro, any weapon could kill with one or two shots to the head and while it is realistic, yes, it became utterly ridiculous when someone, who had a character with dual Uzis, could just spray and mow everyone else down in their path without even having to pray.
What's the point of having gear built for a specific type of fighting if one can achieve the same effect with little to no modding of other weapons that aren't (or shouldn't be) suited for it. Rhetorical.
The only way I can see to avoid such...what I'd call...over-balancing, is to definitely introduce not only fall-off damage, but eventually, through modding, different effectiveness through widely differing effective-ranges. Sure, we'd be able to mod a weapon to have range between two points e.g.: mid to long range, but then, fall-off should enter into the picture to make sure that with e.g.: a high fire-rate, high clip-size weapon-build, one could not practically, accurately, reliably and effectively snipe from or beyond a certain range (long). If they want that, than they'd have to sacrifice significant fire-rate, clip-size and reload/rechamber speed, for starter. This ties back to the balancing of mods, of course.
There'd have to be a few different kind of mods for targeting and by that I mean (among additional HUD elements and overlays) mods that would essentially function as scopes with different magnifications, integrated into our mech and feeding data from our weapon-system. Now, I say "would essentially function like", because with a mech, how exactly would iron-sighting and scoping-in look and work? And that question will be for another thread.
So, I tried Blacklight Retribution and to my great disappointment, anger and annoyance, it played the same way as another game I've had the displeasure of trying, which was Metro: Conflict.
My problem was that there was no point in e.g.: equipping yourself with an anti-material or bolt-action rifle that had extremely low fire-rate, reload speed and slowed movement, because anyone with a lighter, plain assault rifle, modded or unmodded, could kill you with a head-shot, from long range and given their clip-size and fire-rate, there were even better suited for it than the weapons that were made for that purpose. Someone could spray a few bullets my way from a distance I couldn't even see them or needed more than a long second to make them out against the background, especially without a more than 2x-3x zoom scope. Some needed only 'one' shot, with assault rifle type weapon, from long distance, to kill. In Metro, any weapon could kill with one or two shots to the head and while it is realistic, yes, it became utterly ridiculous when someone, who had a character with dual Uzis, could just spray and mow everyone else down in their path without even having to pray.
What's the point of having gear built for a specific type of fighting if one can achieve the same effect with little to no modding of other weapons that aren't (or shouldn't be) suited for it. Rhetorical.
The only way I can see to avoid such...what I'd call...over-balancing, is to definitely introduce not only fall-off damage, but eventually, through modding, different effectiveness through widely differing effective-ranges. Sure, we'd be able to mod a weapon to have range between two points e.g.: mid to long range, but then, fall-off should enter into the picture to make sure that with e.g.: a high fire-rate, high clip-size weapon-build, one could not practically, accurately, reliably and effectively snipe from or beyond a certain range (long). If they want that, than they'd have to sacrifice significant fire-rate, clip-size and reload/rechamber speed, for starter. This ties back to the balancing of mods, of course.
There'd have to be a few different kind of mods for targeting and by that I mean (among additional HUD elements and overlays) mods that would essentially function as scopes with different magnifications, integrated into our mech and feeding data from our weapon-system. Now, I say "would essentially function like", because with a mech, how exactly would iron-sighting and scoping-in look and work? And that question will be for another thread.