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Virre Dec 6, 2023 @ 8:20am
Gunplay 2.0 and NPCs / enemys
Short question, will the enemys also be effected or will i still get *BLAM*ed in the face from a point blank sniper?
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Showing 1-8 of 8 comments
BlueSpark Dec 7, 2023 @ 1:40am 
I very much hope that the new rules will apply to enemies just as much as the player. At least, the preview said that enemies will now move into the appropriate engagement range for their weapon before starting to fight you, which indicates to me that this should be the case.

But I don't think there's a high chance the developer will reply to this thread. Hopefully, there will be a note on it in the patch notes.
Whiskiz Dec 7, 2023 @ 8:59am 
would actually be cool if you could sneak up to snipers to effectively negate them; they have to run away maybe find cover first before fighting effectively or do less/more appropriate damage in closer range

(or maybe like in irl, if say they're half a screen or closer - they need to whip out a sidearm like a pistol or shotgun)

it's still risky cause there might be others around while you're trying to sneak up on him etc

instead of just getting 2 - 3 shot but from close range instead of far

cool in general if how you approach every enemy can depend on their loadout, though i guess regardless of the range you end up in combat with them - you can just use an assault rifle : P
Last edited by Whiskiz; Dec 7, 2023 @ 9:56am
ModernWolf_Eric Dec 7, 2023 @ 10:55am 
Now, enemies will move into the effective range of their weapons before opening fire, and their vertical view distance has been reduced.
Djentleman Dec 7, 2023 @ 11:02am 
Originally posted by ModernFox:
Now, enemies will move into the effective range of their weapons before opening fire, and their vertical view distance has been reduced.

The shooting/glancing/recoil mechanics are terrible. Major changes like this are why I won't buy/support early access anymore.
Rhonox Dec 7, 2023 @ 11:07am 
nobody cares man
Whiskiz Dec 7, 2023 @ 11:17am 
-reticule recoil is annoying. wouldn't gun recoil stat already simulate recoil by spraying around, without having to fight the mouse/reticule to varying degrees mid combat?

if it comes down to fighting with the reticule, or pacing your bursts for recoil stat, i feel like fighting with the reticule is technically more skill expressive, but burst pacing is just more enjoyable; with the former being much less manageable with multiple targets and movement etc (especially when different recoil values on different guns means learning to fight the reticule by different amounts all the time)

-gunplay 2.0 for enemies is great, adding more balance and depth to how situations are handled

-gunplay 2.0 for us is similar to what we have now; each weapon category does better at certain ranges, especially considering DPS and recoil; now there's just kind of a hard cap on max range effectiveness and a bit more accurate shooting required close range with medium range weapons

better defined weapon categories. improving weapon roles always gotta be a good thing.

if i understand everything correctly
Last edited by Whiskiz; Dec 7, 2023 @ 11:48am
BlueSpark Dec 8, 2023 @ 3:35am 
I played a bunch yesterday. Twice, I was gunned down by one of Lazaar's guards at medium-long range on full-auto.

I like the new recoil changes in concept. Coupled with the changes to effective weapon ranges, it seems to me assault rifles aren't the end all, be all anymore.

However, it feels kind of bad when you're using your assault rifle at the indicated optimum range, but can only fire it in small bursts because the wild recoil makes it unreliable otherwise; meanwhile, your enemies can let loose on the trigger and hit all their shots in a very tight spread pattern.
Last edited by BlueSpark; Dec 8, 2023 @ 3:36am
Tommy Dec 8, 2023 @ 6:37am 
Originally posted by Whiskiz:
would actually be cool if you could sneak up to snipers to effectively negate them; they have to run away maybe find cover first before fighting effectively or do less/more appropriate damage in closer range

(or maybe like in irl, if say they're half a screen or closer - they need to whip out a sidearm like a pistol or shotgun)

it's still risky cause there might be others around while you're trying to sneak up on him etc

instead of just getting 2 - 3 shot but from close range instead of far

cool in general if how you approach every enemy can depend on their loadout, though i guess regardless of the range you end up in combat with them - you can just use an assault rifle : P
literally the part where you said i hope it affects the enemies as much as it affects the players sad that it doesnt you will get blamed on from any range with an ar/smg/sniper while you cannot do the same
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Date Posted: Dec 6, 2023 @ 8:20am
Posts: 8