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Instant Death By Headshot ?

Discussion in 'General Discussion' started by Bladerunner777, Dec 17, 2013.

  1. God God Well-Known Member

    If melee is going to matter at all in this game they need to have a very high TTK for ranged weapons and more overall dmg for melee weapons.

    Why would you ever cross distances and run up to someone with your thunder hammer if that guy can just aim at your face and blow you away in 1 second?
  2. Joram Joram Well-Known Member

    That's not possible if you want to have viable melee classes.
  3. Rasczak Rasczak Subordinate

    Well hopefully you're *not* going to be just running across open fields with a Thunder Hammer, that's just asking for it. ;)
    RogalDorn and Ahremer like this.
  4. bmurphy bmurphy Menial

    I would say for precision weapons yes, as that is the point of playing a sniper/precision class. Rockets/heavy weapons should probably be in this category as well.

    For automatic weapons I would probably say no, because they are much easier to use and in the lore (if I'm not mistaken) the particularly tough fighters seem to wear shots off the beak no problem.
    Iron Leviathan likes this.
  5. Bladerunner Bladerunner777 Well-Known Member

    Hmm that's the only simple conclusion I drew after thinking about this problem for a long time. Which means two things: I'm not a good thinker and second - I don't really like this solution too much.

    I have always been a 'shooter' in computer games and TT alike and it worked well in both of these cases. I'm aware that if shooting is done 'properly' (in my meaning of this word) melee specialists will have hard time euphemistically speaking, so I understand their rights. But I'm not sure if melee lovers fully understand shooters rights.

    I often get the feeling they would like to roam freely showing off their sophisticated combos without even worrying about enemy gunfire - and here I say: wait, wait, wait people, christmas time doesn't last forever - you want to be a melee badass? - earn it, don't expect the taste of victory will be given to you on a silver plate. Why do you try to seek your chances in nerfing the opponents weapons instead of finding solutions and learning tactics to counter their advantages? think of different types of grenades first: frag, krak, flash bang, gas, finding proper areas to utilise melee etc, etc. I agree with Raszczak, if you charge a shooter standing 30,20 meters away head long with nothing but an axe in your hand the only thing you deserve is a bullet to the head.

    On the other hand I see the devs excitement about melee - this is going to be their favourite toy and they already said EC is not going to be a sniper game - this is a clear message to me and all the shooters' community. I still see a light in the tunnell, a possibility of balancing but a certain compromise is needed on both sides: shooters must forget about insta death headshots and OHKs ( on any weapons )and melee guys must forget about 41 millenium firearms being treated as airguns for their sole pleasure of free running and enjoying the brawl. What does that mean in practice? Here is my solution:

    1. Melee weapons should kill faster than gun fire.

    2. Pure melee specialists should have some slight buffs to the health\armour enabling to withstand the fire a little bit longer (I wrote 'a little' so it wouldn't make them to forget using their brains and common sense in the battle). They should also have bonuses to speed and agility forcing them to use it wisely.

    3. Basic guns like bolters for example should require about 15 accurate shots to take a marine down.

    4, Basic guns should have a quite strong recoil by default (which could be improved with time unlocking
    certain upgrades)

    5. The max range of basic guns shouldn't exceed around 70 meters (with the accuracy decreasing over the distance).

    6. Heavy weapons like lascannons etc should be able to take down a marine with not more than 2 shots in any part of body but their handling should be made much more difficult and reload time much longer than in case of basic weapons. They should also be hard to unlock and upgrade (more expensive in terms of requisition). They need to stay strong like this if they are to stand any chance against heavy armoured targets like e.g. termies or tanks.

    That's how I see it, it's very simple. Any thoughts?
    GodEmperorTitus likes this.
  6. REDWUN Active Member

    Another option is to add an insane amount of cover for infantry.
    GodEmperorTitus likes this.
  7. Bladerunner Bladerunner777 Well-Known Member

    This wouldn't be very realistic, you don't always have a lot of cover besides the engine might have problems handling this.
  8. REDWUN Active Member

    True.
    And it will probably just make vehicles a pain in the ass to drive.
  9. Infexion LordInfexion Arkhona Vanguard

    Pretty good ideas in there I must admit.

    For heavy weapons, maybe add a deployement timer? Something like 1.0 sec before firing(thinking ala DoW2)?

    One thing we have to keep in mind though is that there will more than probably be gap closers for melee specialists. Wether it is a charge or a jumpack, you don't want to make melee too powerful so when they actually get in range, it is a lost fight right off the bat for all shooters involved.

    It is understandable that a sniper or any glass cannon will be torn to pieces if a Zerk or Termy or wtv charges him in the face but melee should not overpower everything. Otherwise, there is simply no point in rolling anything else than melee.
  10. Ironoak3HG Iron Curator

    There's two ways to think of this. One: It's a headshot. It takes a lot of skill to pull off on moving targets, it should yield good results, and a one shot kill would be justified. Not only that, but this is likely going to be a game with loads of respawns, so people could just deal with it as a fact of war. I prefer the second, however: Even with sophisticated guns with large ordinance, armour in the 41st millennium is advanced enough to at least give the wearer a one use "get out of a headshot" free card. You could even animate it so the warrior hit has to remove it's helm after the first shot suffered to indicate that the next headshot will be fatal. it's a simple game mechanic and not unfair to either party; shooter or target.

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