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Gears Of War-style Blind-fire In Ec?

Discussion in 'General Discussion' started by Heidegger, Feb 28, 2015.

?

Would you like to see blind-fire in Eternal Crusade?

  1. Yes

  2. No

Results are only viewable after voting.
  1. hated tribe its all explosives >.>... But yes Ps2 will poison people thinking the zerging and the trenches, but EC has features that make alot of those problems disappear. The hiding and waiting as a NC for a Max with riot shields to finally make those push . The Banshees will open the path or the assault marines dropping on those guys hiding behind the blockades
  2. Rikamar Rikamar Well-Known Member

    You analyzed this well Heidegger and identified my gripes about blind fire with your points I quote below.
    I don't see heavy weapons doing any blind fire though (Hvy Bolter, Autocannon, etc) since they're, well, heavy weapons and need to be aimed to be effective. A question that popped up in my head while reading this thread is: Can we throw grenades blind fire style?

    With people talking about cameras/vision from the weapon itself, another game that had blind fire was Ghost Recon: Advanced Warfighter. In that game it even had a gun cam on one of the guns which greatly increased blind fire accuracy. Not long range cross map stuff but medium range it helped. It wasn't too much of a problem given grenades & flanking counters to it (EC will have suppression which counters it further on top of that would be different classes, damage model, shields and assault troops) and players could still hit what little of their body was exposed (not ideal engagement but someone could still outgun a gun cam user). Actually it wasn't taken all that often in my experience. I couldn't find video example only words on wikia here under variants MR-C LW.
    "This version is unique among all weapons in that it features a revolutionary "gun cam", a device that allows the shooter to accurately aim around corners and above cover, without exposing himself to enemy fire, proving extremely useful in nearly all firefights. However, this version has only a fully automatic fire mode, and is not useful for precision fire at longer ranges."​

    With all the hostiles firing their weapons having a relatively safe option to respond with and put pressure on the approaching enemies would be a good thing. The counters and EC differences I say above (grenades, flanking, suppression, different classes, different damage model, shields and assault troops) plus multiple guns firing back at the shooters behind cover and whatever sharp objects are heading their way with malicious intent. Would need adjustments for balance (what doesn't) but I think blind fire could be implemented to Eternal Crusade. For better or worse only playing it can tell.

    -----------

    @Miirk addressing little bits of your posts, #31 - player collision will be in EC, in Djemo-SRB's Q&A Answers Compilation can see BrentEllison (Lead Designer and Protector) answer that. #38 - Devs say they are working on respawn mechanics that aren't "infini-respawn" (also in Q&A Answers Compilation thread I think).
    Galen, Ashgarm, Miirk and 1 other person like this.
  3. I kinda assumed it would be included.

    But yeah, let people waste all their ammo on blind firing, the zerkers will be pleased by this.
  4. Grigdusher Grigdusher Arch-Cardinal

    also consider the additional factor in EC: low ammo count, so only defender that can restock ammo can really keep hide behind cover. attacker will waste all the ammo after 1 minute of blind fire. so charge is not only an option is the only option

    what about weapon that can pierce cover? like a lascannon: you still need to hit the enemy behind cover so no random fire on a cover but aiming at a blind firing enemy. (headshotting someone behind a cover is hard but van make the hiding enemy retreat).

    also a melta or a multimelta should be capable of pierce a cover: this is an hight risk manouver: melta have short range a long charge time.
    Heidegger likes this.
  5. If you take issue with the fact that the Orks have no way of seeing around corners, I could think of a (suitably Orky) way around that: a mirror looted from some 'umie git in the ork's off-hand or strapped to his weapon.

    Given the unique characteristic of Ork technology wherein the ork's belief in the functionality of a device is what governs its workings, an ordinary hand-mirror might work as well for them as the marine's gun-scope. Plus there'd be money to be made in selling mirrors which speak to each ork's sense of style.

    I'm really not sold on a line of accessories allowing first-person fire around corners, though. At best, I think they should allow for slightly tighter bullet-groupings while blind-firing. A side-grade, rather than an upgrade.
  6. well if you put it like that then yes it can be used and something to that degree can be used as long as the around the corner firing everyone can see, but at that point is it really just blind firing or just shooting from more secure cover.
  7. 'EadThwacka Im_a_Turtle Arkhona Vanguard

    People think that players are going to try to abuse blind fire in an open world MMO3rdPS. Red Orchestra 2 features blind fire, it also features extremely lethal weapons (1 shot to the chest = dead from almost all weapons). It also features average sized maps that are mostly in urban landscapes with the maximum capacity of around 96 players per server*. It's extremely rare to ever get a kill or die from blind fire in that game as its extremely inaccurate and super situational.

    As for EC, I highly doubt that blind fire would be abused or could be abused if the crosshair reticule was removed and weapon cone of fire would bloom faster while blind firing. That, and you'd have to be pretty damn lucky to score more than 2-4 shots on the enemy with blind firing. And seeing how its far more fun running at the enemy with guns blazing than camping in a corner and flailing your gun about the corner; I'd say this mechanic wouldn't be used as much as people would think. But it'd be great to have, especially for the Orks!

    *In Red Orchestra 2, there was a bug where full server (64/64) can allow more players to join the map as spectators and the spectators were able to join either fighting team as extra riflemen. This bypassed the 64 player limit and allowed for moderately laggy 46 v 46 player battles per server.
    Heidegger likes this.
  8. JudgeDeath JudgeDeath Well-Known Member

    Bad gameplay element, it will still be too accurate and enables you to use that lovely fps shooter "Feature" where you cant see a guy but he can see you and fire at you from behind a box. No reason to add a nuisance like that on purpose.

    Every "cover" would have to be precoded so it can be used as one By the animations. Problems hugely surpass the benefits.
    Heidegger and BikerTroll like this.
  9. 㐃_Miirk Miirk Xenotechnologist

    [​IMG]
    Another quick sketch.

    If I've understood it correctly, kind-of-sticky cover and aim from cover is already planned to be ingame. The blind-fire might be an interesting in-between full cover and aim from cover. It is as mentioned suggested to be highly inaccurate, meaning it will only be of any actual use against charging melee troops / close range while under suppression. (Eg. when aiming from cover is too exposed and full cover would render the defenders helpless.) This will happen (hopefully a lot) in EC in regards to melee charges, and I therefore think it could have its place in EC. Imo, as in my long post, blind-fire should be so inaccurate that you would need to outnumber the melee chargers by about 3 or 4 to successfully defend your position if only blind-firing.

    About cover in general:
    Deus Ex: Human Revolution does this very well. Plenty of boxes/fences/crates/desks which just happens to be the right size for cover. In common they all have the same "blocky" appearance and height, though its not until now I've actually given it thought. Having an easy geometry (cover-box) and just a lot of prefab covers to "lego" together will create covers that both looks and works well gameplay-wise.

    About cover animations: There only need to be 3 different sets. Horizontal Cover (Shooting over cover), Vertical Cover (Shooting around corner) , and Crouching Cover (Shooting around corners while crouched.) (5 if considering left and right corners.) The only problem here is that someone needs to make and code these animations if to be implemented.

    The "shoot without being seen" is a possible consequence if too accurate. But the assumption of accuracy is not yet possible. We are merely speculating here, as we have no in-game accuracy to complain about (yet? :/ ). Also the comparably high TTK in EC will slightly counter the possible effect of this.
    Rikamar, The_Dokta, Heidegger and 2 others like this.
  10. Laanshor Laanshor Well-Known Member

    Sounds about right to me.

    Your Space Marine's face looks like one of Yahtzee's characters from Zero Punctuation and for that I would give you 2 likes if I could :D

    As ever I come back to the 1:1 melee & range split and the limits on what weapons can be fired. What works in one game might not fit here, even a game with similar mechanics.

    In the scope of an MMO everything has to add to the everyday experience as much as possible or it just takes up development time. Blind fire could be worth it though, interested to see what Brent, Alexis or Steve would say about it.

    Stick this in the Q&A section thread this weekend btw.
    Heidegger and BikerTroll like this.

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