I agree. 100% damage. That way, you learn to pay attention Because when it blows up in our face, we calmed down
That's kinda how it's supposed to be. Even in movies and TV, you have scenes where a shooter is aiming at someone but can't get a shot off for fear of friendly fire. This is also represented in games such as Dawn of War whereby targets engaged in melee are more difficult to hit. I have also played Planetside 2 and never felt friendly fire to be a problem. It's something that happens occasionally. Also I am highly intrigued by the idea in some shooters of friendly fire doing only certain % of damage to friendlies as a bit of compromise.
By the way, ladies and gentlemen, there are other aspects of the PC that we can discuss besides the issue of friendly splashing. No matter how that turns out, I would like to see the PC as dedicated area denial weapon, the opposite of the Lascannon (LC), and not as a jack of all trades (which I think the HB should be). To use a current military analogy: GPMGs are a lot more common in front line infantry than anti-materiel-rifles or high capacity grenade launchers. GPMG -> HB -> sustained fire, jack of all trades Anti materiel rifle -> LC -> pinpoint damage against enemy equipment high capacity grenade launcher -> PC -> splash damage, area denial, flushing the enemy out of cover I'm wondering how doable it is, to have the splash of the plasma explosion reach around corners/behind cover. I'm not suggesting high damage for this, just enough to force the enemy to act. Just my two requisition points worth of opinion on it's supposed role.
consider the basic inaccuracy of the ranged weapons we've been shown in the game play ... and now tell me that you think 100% FF should be in EC, when a player cant even shoot straight the arguements for punishing that player for managing to hit some his own team (or punishing his team for getting hit) dwindle away ... otherwise you going to end up with a game where if a player can see a friendly and an enemy at the same time he probably better not shoot because he has no idea whos going to get hit
Hmm maybe that's a smaller problem right now since we won't have those mass battles, still I agree with you, making one class have lowered ally dmg (melee) and leaving normal FF for shooters is wrong imo, this can unbalance lots of things.
I'm sure they'll scale FF as needed to reflect the game we're looking for within the systems they provide. Can't please everyone of course, but testing (possibly Beta) will at least provide reasoning for any FF nerfs/boosts. Not trying to put it to bed, that's just my humble stance on splashy splash sun fart guns. Just in the abstract I like full ranged FF. Rocket jockeys are bad people and they should feel bad. I do wish that all warriors came with some secondary weapons but keeping them tactically restrained means they rely more on team mates and wreck shit when operating within their ideal parameters.
OR ... What if the game is designed and balanced around friendly fire? You use your melee frontline as a screen while heavy weapons in the rear handle another vector?
I'm looking at this from a different perspective: melee specialists won't be afraid to rush into the frey along with their battle brothers as they won't be able to hurt them in the thick of the war (no FF for melee) while devastators\havocs will keep their asses tight all the time waiting to have this one fucking lucky shot not to hurt their team mates. That is not fair.
I had a love/hate relationship with the Plasma Cannon in THQ's SM. I loved the arc of fire because I could really exploit it. I used to play the Dreadnought mode and would stand in a position where I didn't have direct line-of-sight on a CP, but as soon as it started flashing I'd arc my fire right onto it. Killed more than a few Dreadnoughts that way! I disliked how when a friendly or opponent got too close to my fire I'd automatically die, but they'd survive. I disliked the arcing fire (Yes, despite the love of it) because it wasn't how the weapon worked in the background. Plasma Cannons are line-of-sight weapons, not indirect fire (like their Halo counterparts). I disliked how it was under-powered, I could hit an enemy in the head or chest with a standard PC shot and it would rarely kill them. So here's what I want: I want the standard PC shot to be fatal if it hits even a powered armoured Astartes in the head or torso, if they don't have any buffs like an Iron Halo or Artificer Armour. I want the basic shot from a PC to have an AOE that stuns whoever is within it, possibly knocks them back if not does damage. If they do the charged shot, I want it to kill an Astartes if it hits them no matter where, with Buffs possibly saving their lives, and an AOE that does damage and kills greatly weakened players within it. I want any shots to be Line-Of-Sight, and if it must arc, the arc is limited so the firer cannot perform mortar-like indirect fire. I also want it that if there's plashback from a shot strong enough to kill the wielder, it is also strong enough to kill anyone else within range. Fire should be relatively slow travelling to target, slower than weapons fire from any other Heavy Weapon. Slow enough that if you see it coming, you can dodge. Rate of fire should be the same as both the Lascannon and Missile Launcher. And it definitely should 'Get Hot'.