I've tried to summarize and modify some thoughts on this thread and and have created this second (horrible?) sketch. Without knowing the details of the in-game mechanics, its like in OP more for discussion than suggestion. I'd like to mention that while obvious; unless there is need to stay in cover (Suppression or similar.) the loss of accuracy should be enough to make players want to shoot in normal stance. How to balance this blind-fire if implemented? First way is as mentioned somewhere above: How much of the player is visible and targetable when blind-firing? I would prefer something between fully crouching behind cover and standing, shoulders and up that is. Hands only is imo to small. (Though I'm to lazy to draw more. ) Secondly is map design. Can every position be flanked? Will there be nades through windows etc. ? A general guideline is 3 paths to every area on the map. Dead ends and tunnels will always favor the defending part by limiting the attackers options. 1. The corridor of dakka! I'm making the assumption that there is player collision, and there will be areas like in the GoW example vid in post #12. The amount of enemies that properly fits behind cover in the average sized corridor will probably be about 4. In my opinion, this should be enough to stop any lonely normally armored player from advancing. Pic: The LSM here has some melta or plasmagun and therefore the Orks stays in cover and blind-fire. The LSM would win at range. From here it should be risky but possible for the lone marine to get closer and nade the Orks. To close and the wild dakka would win, but a quick nade at the right time and range would force the Orks to retreat. 2. Scale issues? A LSM devastator squad suppresses the defending Orks at range. (The now suppressed Orks have very little chance of shooting back at them.) A small squad of assault marines now advances, but still faces some resistance from the Orks. The assault fails as the defending Orks outnumber the attackers by (about?) 3 times. (Pic's numbers is for artistic purposes.) It is in a scenario and environment like this where the blind-fire truly has its purpose. If the Orks are pinned down the majority of their firepower is gone and the enemy may advance. But not without some risk. The defenders running a ranged loadout still have a slight chance. Though if the attackers manage to breach through there will still be melee-slaughters-ranged-fest. (This depends on how much effect suppression has, which we have yet to see.) 3. QUEUE! While the Zerkers might not be optimal for this job... A more ranged-oriented player may return fire and give the nearby players the chance to counter when/if the suppressive retreats to heal or avoid fire. (In my experience it is not uncommon that players with the bigger guns stand fearlessly atop hills without cover, guns blazing, only to find themselves sniped/forced to retreat in the following moment.) 4. Battles of attrition and trench warfare is often boring. (PS2 spawn snipers as someone mentioned earlier... ) First thing to counter is as mentioned to have blind-firing players still somewhat targetable. Secondly, targetable or not, the answer is tanks and artillery, which I personally think is part of strategy. (Maybe weapons ignoring cover as well, like flamers and grenades in DoW II?) The side who is first to call these will gain the advantage. (Might infuriate the trench-zerg ...) TL;DR: I think that if blind-fire is properly balanced with the players targetable area and how it would affect accuracy it could definitely add to the immersion and EC experience!
Zone 3) REINDEER MEN ATTACK!!!! STAB THEM WITH YOUR RED ANTLERS! - end line guy: Guys i lost my axe - middle guy Can we go yet i wanna kill people for the Blood god !!! - first guy : Let me check if they are still there Zone 1,2,4) OMG i want my gun to shoot DAKKA at people, not bullets i mean the Word Dakka appears in real-space and just goes flying at enemys. How awesome would a Dakka gun be flying Words at people Take that Noise marines with your Noise Cannons, Our words hurt to Tho again there are alot of problems based on how to works as much as im for it there still issues you need to work out are there restrictions how far do restrictions go for cover weapons. lore wise some factions fluff will be destoryed i order to make balance. Ork guns are naturally inaccurate and spray even when aiming so blind fire do they just go everywhere? I mean i mostly added this paragraph to not seem like i was laughing at the above statements ALSO, just wanted to state the fact for factness i think anyways . Bolt pistols as very close to stopping power as a regualr bolter just smaller mags and less accurate cuz barrel, so the khronite shooting wouldn't pew pew he fired shells bak like they are shooting at him
I'm aware of those issues. :/ One massive post might have been to much to crunch at once for me. About weapons, this I think is the minor issue. Maybe the load-out points could be used to regulate this? Weapon classes are already in the TT, so I guess its not to much of a stretch either way. Some heavy weapons wouldn't make sense if suddenly poking out around corners. Lascannon rave might be kinda good though ... I agree on the Ork lore. Dakka is important. Easiest way would be to not affect their accuracy (as much/at all?) when blind-firing. (Assymentric gameplay etc.) Perhaps there is an even more Orky solution?
Firstly The thing is tho with the orks is that if you try to make them feel more fluff then as the F2W players see they can't shoot for shit behind a wall but the SM Eldar CSM can aim then they might cry unbalanced and be turned off , or it might want them to buy the game to just be able to do that to F2W boyz that started either way it isnt that happy so there that. other things But as @Ideas_McGee said once, don't forget that alot of weapons are smaller verisons of other guns. for only the sake of example, A bolter and a bolt pistol, If they restrict a bolter from being used as a blind fire weapon then they have to restrict the bolt pistol, They have the same firepower but the main thing is just one is a smaller verison of the other. now if you think on a higher tier gun you have meltaguns and inferno pistols that are just smaller versions of other guns
I did not intend and do not want any faction to be accurate when blind-firing. That's kind of the point. For fluff reasons and gameplay reasons, do not reduce the Orks already low aim further. But about rifles, guns and pistols ... You have a point. In the rulebook so far I've found: CC, Assault, Heavy, Ordnance, Pistol, Rapidfire, Salvo, Bombs and Primary weapon classes. Assault, Pistol, Rapidfire and Salvo are mostly the same. (Various Bolters and similar.) Ordnance - Vehicle or Artillery. Primary - Titan/Base defenses. CC and Bombs - Self explanatory. Reading through, it seems Heavy is the difficult one, as here are both Stormbolters, Rocket Launchers and Lascannons. Terminators using Stormbolters doesn't really need to blind-fire or use cover. But say the Eldar Dark Reapers? True that they're not supposed to hit the frontlines and use cover like assaults. Is that enough reason to disable them from blind-firing? Can't really see how not aiming a rocket launcher is safe ...
I think 3 and 4 are very likely to happen, mechanics that encourage boring stalemates like that where neither defenders or attackers can advance should be avoided.
Only think im saying about the blind fire in general is that you really cant have then try to be unique to the factions they all need to just be similar for no whining did you not read my comments on those blocks DA Orkz demand Comments
3 and 4 are very likely to happen with or without blind-fire. 3 - Just any suppressive weapon user who wants to deny area. In fact, peeking out and some counter shots may actually help here. 4 - Maybe more, maybe less. Trench is what happens when zergs infini-respawn on the same area. Blind-fire will affect both plus and minus. Plus for more half-targets. Minus for for more half-targets, still targets though.
don't forget to that they do have a very basic cover system for EC already so yea, but there are alot of melee classes you need to take in account. For example for panel 4. The Orks would eventually attack by lets say a banshee squad since they have naturally high ability to dodge weapons they would be rushed, then the other classes will support in different ways to try to stop people from depending on cover. Example for Ps2 when you ge the people hiding and waiting in cover battle inch worming their way forward the battle goes grinding to a hault til the team with vehicles break thro, or when it is in a Dome its till one team is able to out grenade the other and flank. In EC there isnt range only, There are alot of base melee classes that have ways to get up in front of the enemy to bash his face in . So the trenching won't happen as much (i hope anyways) because of the fact melee will always be present
Someone mentioned blind-firing Lightning Claws earlier ... Guess I'm a little battle-scarred from PS2. Really do not want EC to turn out like it and therefore a little overly cautious. I totally agree on the melee and movement. I want to rush and ambush every single little camper there ever was! I've played Tribes, Quake, NS2 and currently Minimum. Melee and speed always brought intense and fluid gameplay. Can't really see how EC will turn out any different.