One of the things I hate about shooter games is many of them act as if biology and training don't exist. For those of you who knew me from FF I always pointed this out in how they artificially capped player skill by making up odd rules for how different weapons worked. Prime example, giving sniper rifles a larger firing spread than of shotguns when out of scope for "reasons". When realistically sniper rifles should have no spread at all do to how the weapons are designed to be most accurate and precise types of gun. In FF even if you maxed out the perks and put the best mods as possible to lower your spread do to the artificial capping on the stats to always make the spread on snipers the largest in the game it didn't matter. They effectively toke away player skill and choice out of the game by forcing players to play in set fighting styles that they felt was best, even if they were unnatural ones.
My mean hope for Ember is that before they starting coding the aiming system of the game and how different guns work. That they do a bit of research on how real life guns works and look up how the Human body and mind works. Because people do have things like proprioception, spatial awareness, and triangulation to able to do things like aim without the use of sights and will as to hit targets they can't see (be it behind them or over 3 blocks away behind a wall).
I think it was yesterday when I was leveling my Electron into the Elite Ranks and I was given Weapon Spread Rating reduction as one of the choices. I didn't got for it, of course, because the Shock Rail is precise at every range, but what I didn't know, as I have discovered, when looking at my stats, was that Spread wasn't even listed under my Primary Weapons' stats. LOL! I thought...well, that solves it.
If we wouldn't be piloting mechs, I would ask...should sniper rifles, in particular, have a bit of - just a tiny bit of -
sway effect, both when scoping in and when firing from the hip that can be halted for firing, by a different key...as our character holds their breath, then exhales? If we want a bit of realism. Should all weapons, then, have a bit of sway from movement and just us our character heaving. Should
stamina be also a thing? Have a bar, under HP or wherever. But, yeah...all that doesn't matter, if we're in a mech.
Outside of it, maybe? Also,
devs, I really liked how the HUD was setup in Firefall. They way both my HP and my Jet Energy could also be displayed, as those vertical bars, with opacity set by
me, around my targeting
reticle (it underlines the word, had to check dictionary. Almost wrote "reticule". Sliiiightly different.)
(Could be a different thread)
There's another factor, with weapons and their effectiveness that bugged me in Firefall, a thing that I brought up, at least, two times, here, as well. That is
distance. And how badly it was displayed in FF. 200 meters felt and looked like it should've only been a hundred, in-game.
It was also annoying how an un-modded assault rifle almost had the same range as an un-modded sniper rifle. 125m and 150m, respectively. Or something like that. And since 25 meters, and even 50 meters, was literally a few skips, in-game, that small difference, was made even smaller.
The effective ranges of un-modded weapons should be more...pronounced. Note, not completely realistic, as a damn sniper rifle can amazingly kill over 2000 meter, for fuck's sake. That's just awesome, by the way. But, in-game, it would be
a bit unbalanced, for obvious reasons.
Examples:
An un-modded sniper rifle should have a range of, say, 300m. Yes. At least, twice what it is in FF.
An un-modded assault rifle can have 100-150m.
SMGs: 50-100m
Shotguns: Up-close and personal. In your face. But, not strictly.
I saw people with that much-loved (completely unbalanced and OP) Omega Perseid effectively shooting at small Baneclaw kids from the other side of the arena, which, even in-game, was easily over 50-70, if not a 100 meters. Maybe it wasn't the...Omega...Perseid...initials: "
O.P."...*stares silently* *facepalm*. Anyway. It was definitely a shotgun, judging by the spread of projectiles. And un-modded Shotguns shouldn't be effective past short-range. Period. Modded ones can approach an effectiveness close to medium range. One can modify their shotgun and reduce spread to all hell, increasing recoil to compensate (for balance), eventually having a much narrower cone of fire that would be effective past short-range. Or if there is a raid-type of boss, a huge monster, with a big, wide, soft belly, one can throw spread right out the window of their cockpit (bounces back from the shield, but whatever) and let their shotty have enormous spread, so they can gear it towards e.g.: damage per projectile and up the number of projectiles, so they can stand relatively close to said giant creatures and given its size, all projectiles could still hit it and give it more than a tummy ache. And then, one could store their setup (as per my new thread), with their weapon specifically built for that boss.
With all that rant said...I wonder how they will handle
distance and
effective range. Different scopes. Different zoom distance. And if distances will look realistic enough. 100m should look like a 100m.