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Remove durability, give guns a big shoota start up?

Discussion in 'General Discussion' started by Kaptain-Johnson, Oct 10, 2017.

  1. Removes the issue of guys with guns just ignoring melee entirely and just spewing bullets you can't do anything about (unless you've got a shield) in melee, and removing durability means guys with knives can actually have a decent chance in melee as opposed to just waiting until your weapon breaks if you don't try to shoot. Can give them the old stun back where you can get a melee hit in, as it shouldn't be possible to bring up your gun like before. Makes it so they can still participate and fight in melee, and can't just ignore it entirely. Won't be able to do as much damage as a melee class, but can at least still do it, and encourages it's use more. Could result in more mace/axe use as well, as it's not so bad their slower, unlike now where you gotta hit'em as fast as you can. Maybe give the mace stuff a bit more damage or something over axes if their slower since durability isn't a thing anymore in this scenario. Maybe some for fists but eh, fists are iffy because their anti-tank as well, so I'm fine with it not being super great in melee, and it also has hyper-armour, but it could still do with being a little bit faster so someone can't hit swing twice if they mashed attack and hit you during the fists iframes, and then clanged it.

    Can produce the issue of two people just clanging indefinitely, but in that case, well, guess your gonna have to try doing something else other then mash attack.

    Just an idea. Dunno if it's been said before, but here it be. May cause other issues, but they may have roots in other issues themselves.
  2. Leroy Twizzlers DemonKingBAAL Steam Early Access

    No. Didn't read the whole post cause I'm short on time, so I'm just going off the title really and a couple sentences. Giving all guns a "big shoota startup" is probably the worst idea lol. It makes ranged clunky if it were to apply on all weapons, melee would yet again tip the scale harder, and melee would next to never be punished for mistakes against a ranged player. I can't tell you how many times I've had melee players roll away when I dbash them for some reason allowing me to shoot them for free punishing their mistake to roll despite dbash stun being so short.
    Jimmy_Neutron likes this.
  3. Big Shoota startup appears to be non-existent if you only fire when aiming.

    Edit: though maybe that is because I only use the Tracey Shoota (mastercrafted equivalent)?
  4. Krayt Krayt Preacher

    If you do that then we have no reasons besides cap keys to take a tactical over a devastator since both will get anihilated in melee and at range Dev>Tac

    0.5 sec delay when hipfiring , instant when aiming
  5. RageScreama RageScreama Well-Known Member

    Putting a delay on guns would just be a buff to mobile melee. You'd just see jpa spam all over the place again in any non static defence map.
  6. Anvil The-Forge-Dragon Arkhona Vanguard

    Because the big shoota functions similarly to a dakka deffgun mechanically speaking. Aiming is equivalent to spinning the barrel up before firing. The same as aiming the dakka deffgun to fire on trigger pull rather than needing to spin up first.
  7. Lerdoc Katitof Well-Known Member

    That's because the delay is exclusively when you hip fire.
    Aiming does not have wind up.

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