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报告翻译问题
seems to me totally absurd.
Please Overkill, think about it
To be fair, that's video game logic. Snipers are for sniping, so they're supposed to be terrible up-close. I'm with you, though - don't see the point. I was personally a huge fan of the CrimeFest 2015 weapon changes because they made sniper rifles worth firing from the hip. This is not a simulator. Why NOT use sniper rifles up-close? It's not like they're displacing actual automatic weapons, or even DMRs.
With this change it's not uncommon to become overwhelmed and very quickly go down because even a single basic unit that slips past your optimal range takes two and sometimes three shots of your five round magazine to the head point blank to kill, at a distance where the rifle is already less effective due to the optic becoming unusable at such close quarters.
The opportunity for an enemy to close that distance with you is ingrained in the balance philosophy of this weapon class - namely, keeping the massive damage per shot in check with low magazine sizes, long reload times, and (frequently) substantially magnified optics, thus forcing gaps where the enemy can rush you and have you at a disadvantage because it becomes simultaneously more difficult and more critically important to line up a clean shot on them, or else you'll very swiftly lose the DPS check against them and go down.
When you combine the range modifier changes with the spawn rate and overwhelming damage on these difficulty levels, this entire weapon class is simply nowhere near effective enough to be remotely viable on most maps, where enemies will consistently be well within the "mid" or "near" ranges regardless of how optimal a marksman you are.
Having said all of this, I don't think the philosophy of a damage falloff (SPECIFICALLY falloff, I don't think any weapon should have more damage at range than they do up close) system is necessarily bad, but especially in regards to weapons that are tailored more toward long-distance engagements, a lot of the balancing is already done by the base mechanics of the weapon (small mag, long reload, difficult aiming up close). When the raw damage of these weapons is so aggressively punished when you're ALREADY being punished by the weapon's normal operation for using it at a suboptimal range, this entire class of gun just becomes unsatisfying, unfun, and nonviable to use.
EDIT: It occurred to me that while falloff might be good to implement, perhaps a better way of going about it would to add damage ramp-up at certain ranges, such that nobody is punished severely for their playstyle but everyone is instead incentivized to make adjustments to it. For instance, instead of making shotguns unusable at greater distances, instead add a heavy damage ramp-up for them at close range. Assault rifles could have a less impactful bonus that falls off at a further range, and DMRs and snipers could be left largely untouched given that they can already do their job at most any range.
https://steamcommunity.com/sharedfiles/filedetails/?id=2415939754
Picture related has damage falloff from a 500 damg sniper shot comparison in close and "far" range
I personally consider it absurd to talk about "the feel" of changes. We are talking about numbers here. I don't "feel" numbers. While trying to wipe out a placebo effect, you just create an opportunity for a confirmation bias.
http://en.wikipedia.org/wiki/Confirmation_bias
https://en.wikipedia.org/wiki/Nocebo
They can't just nerf everything but what you personally use, it's got to be balanced and it is a video game, not real life.
Is this good enough for you? If you seriously think that guns SHOULD do less damage if the enemy is closer to you, then you should get your head checked.
If snipers need to be nerfed, then so should dsod as a difficulty. But Overkill won't change the difficulty, will they?
I like you, dude, but this is the worst take you've had so far.