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You've done it now.... he is going to link this thread with the title "Melee Hate Thread" in his crusade against ranged.
Ugh, more bugs that when fixed will add to the lethality of the HB. On one hand, I am beyond happy that these things are being discovered and resolved, and I can't wait to play and offer my feedback. On the other hand, it is looking more and more likely that I will need to say goodbye to my hat... Do you think it will taste better with something on it, like ranch, or maybe some BBQ sauce? Or should I just full raw bar with it?
From our internal testing, the rate of fire issue is fixed for the most part. It's perfect at 30+ fps (probably fine even at lower fps) when tested with the boltgun and shuriken catapults. I did noticed a slower RoF when using the shuriken catapult at 12 fps; but I suppose if you're playing at a such a consistently low fps, you have bigger problems. Not for the next update unfortunately, but the one after.
First: What we have now is a Heavy Bolter that can't hit much beyond 15-meters when on the move and its accuracy still/crouched/braced are debatable. Second: Hopefully Dev/Havs will become able to climb if they switch to their Knife/Pistol as they should somehow stow their Heavy Weapon when doing so. You should be able to move and shoot and hit targets up to 30-meters away and would be able to with the proper statistics. Standing still and not aiming should leave you accurate enough to hit targets up to 60-meters away. Aiming should allow you to accurately hit targets up to 90-meters away due to the reduced recoil and zoom in, with the drawback of bracing and becoming immobile. Turn rate reduction should happen when bracing off of cover as you can still turn 360-degrees, while bracing on cover provides a limited firing angle but no turn reduction. Alternatively, bracing on cover could increase the character's turn rate. Third: I am trying to make the Heavy Bolter and melee system into what would fundamentally improve the game. Fourth: Most people, devs included, seem to want a game catered to the 10 to 21 age range, rather than the 16+ range they should be shooting for, being that it is generally people 16-years and older that have money of their own to spend. I never said anything at all about giving EC TTKs similar to any of those games so you need to remove that wrong thought that came from nowhere out of your head. It is true because yes, get good is truth. If you don't use cover and just charge in dying over and over you have only yourself to blame. As players get good they learn to use cover and at which ranges their and their enemies' weapons are most effective so thus at which ranges they should and should not engage their enemies. Because of natural suppression in PS2 you can have moments where a more skilled player with an LMG manages to damage and naturally suppress a Sniper so that they can move forward. If you mean the Auto-Cannon, as in the current unbalanced one we have in the incomplete and unbalanced game, yeah, it makes sense for people to complain about imbalance. Finally: However, that may be too bad because the AC may be getting more infantry kills than it is supposed to and/or not doing enough vehicle damage so needs to have that change regardless of what Lobby's think. Edit: No one said, "make the AC a vehicle killer". All I said was, "make it more effective(this does not mean 5,000% better minimum, even 5% better is more effective) at killing vehicles than the HB is, while making it less effective(this does not mean -5,000% worse minimum, even -5% less is less effective) at killing infantry than the HB is. The PC can still be better against vehicles and worse against infantry than the AC, while the LC can still be better against vehicles and worse against infantry than the PC. Dev/Havs should have an overall slower move speed than everyone else, not a heap of laggy spool-up and cooldowns to movement. Times when a lag can work is for sprinting, as a Dev should be able to sprint as quickly as other Marines but it should take longer to reach full speed. TTK generally isn't listed in posted weapon stats because the developers/publishers assume its consumers are intelligent enough to be able to reach the enemy's Armor/Shield/HP/Whatever Value and the Damage Value and Fire Rates of the weapon in order to figure out the TTK themselves. DPS is pit against Armor/HP values to determine TTK. One is not adjusted without considering the effects other. You know why every modern RPG uses DPS instead of TTK? It doesn't know the Armor/Shield/HP/Whatever values of your target until you target/attack them; however, if you are a smart boy and know/can find out the enemy's HP value you can find out the min and max TTK against that target(as RPGs also tend to have a min-max damage value to attacks). Yes, it is common sense to say a weapon should only kill a certain degree faster than another; otherwise, that weapon with the incredibly low TTK must have various disadvantages against the other weapon it is being compared to. Balance. I even told you and it still went right over your head. Sad. You read right over my calculation. Maybe you should get some glasses? Bolter TTK vs Tactical: 1.75-sec, 8 Bolts, 0.25-sec Fire Rate(4 Bolts/sec) H.Bolter TTK vs Tactical: 1.2-sec, 7 Bolts, 0.2-sec FR(5 Bolts/sec) Notice the notable(0.55-sec) difference in TTK between the weapons, which will only grow if the HB fires even faster? And how are those Scientific Theories educated? Oh, that's right, with data and numerical values. You're absolutely retarded if you fail to realize the fact that 1.75-sec, 8 Bolts, 0.25-sec FR is data. No, but if a scientist, knowing the speed of light, fires a laser through a mass that somehow slows 'time' by 99.9% they can make a pretty educated guess that the laser is going to be traveling, from their perspective, at 0.1% of light speed. It's a dead game because of the bad peer-to-peer servers, moron. Yes, the idea is to look for what appears would be the best balance for the game based upon educated guesses from the intelligence in your brain. If you aren't intelligent enough to realize balance between builds without needing to have a concrete model in front of you then you're obviously the wrong person to ask to help me. I eagerly await another chance to show you wrong. I said I didn't have the resources as to why I have not already made a game. Shake my mother fucking head. You'd be surprised how often people pass someone up because they don't want to admit one person is better than an entire team. Another, much better way to boost HB effectiveness against cover, if that is what you're looking for, is to cause all Bolts to deal some damage in a small AoE as the Bolt detonates against whatever it is striking. After all, if a weapon like the HB with AP4 is able to partially penetrate cover then any weapon with similar or better AP should have better penetration, essentially making cover useless against meltas. Because as far as WH40K is concerned, Dev/Havs aren't really even supposed to move at all when firing their weapons; however, instead of placing such a restriction on them you place lighter restrictions, such as only being unable to move when braced and having at least some ability to defend yourself at close range when on the move. Artificial suppression should only exist if all weapons have SOME degree of it, ala Battlefield; otherwise, a weapon's natural power should be what either suppresses or kills its enemies. Because balance. Players should not be able to attack with their primary ranged weapon. Trying to melee should cause a slight delay as the player holsters their gun and draws their Pistol/Knife, performing the melee attack afterwards. For instance, after a 0.15-sec delay the Dev switches to his Knife and performs a 0.35-sec attack animation, hitting his target 0.5-sec after pressing melee. From that point on, every attack would only take 0.35-sec but they would then have to manually change back to their heavy weapon.
All these comments.... Just give me a true aim, lots of ammo and dmg high enough to make the Heavy Bolter worth its name..... And we shall know no fear