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I do.
No worries and thanks 🙂
I remotely connect to my PC every day from work. :-)
So short version, T1 shotgun should have a large recoil, but you should be able to get the weapon back on target in time to fire the next round. T2 and Elite should have less recoil for each advancement as well as higher ROF and damage. The more exotic weaponry like a "laser" rifle should be even more impressive in it's overall gain to DPS done to your opposition at a much longer distance than a shotgun can reach. The laser doesn't need to be the only good or even best option at 10 meters, but it does need to be the best "non splash damage" handheld weapon at 200 meters from a target.
This follows how real life weaponry works. Taking a famous weapon like the Russian AK-47 for example, it was eventually replaced by the more advanced AK-74 which is lighter and uses smaller ammunition. This advancement meant that a soldier equipped with the newer weapon could carry more ammo and still face less fatigue while "performing" as well from the military's point of view. This trend is even more apparent in NATO / US rifles where there is less concern over the cost of the weapons if there is a significant "performance" benefit.
I'd be interested in knowing how to mod things like weapon recoil, rate of fire, damage fall-off etc.
I don't really want realism, because this is sci-fi. If and when I want realism, I will go play a flight simulator like X-Plane.
I can understand that you don't want recoil in any form, but that isn't really what my post was about. I think the game needs to have weapons get appreciably better as you progress in the game.
As you progress in the game your going to go to POI's that are much harder than the starter POI's. If the weapons you have access to at level 25 aren't considerably better than what you had at level 10 the game balance will have issues. I think one of the "reasonable" factors that can limit how effective a weapon performs, is recoil. I also think that as the weapons progress above "bullets" to more exotic ammunition that recoil needs to be removed.
You don't want any of the weapons to have recoil which suits how you wish to play. That is a perfectly valid reason. I suspect that the developers went to the trouble of coding in recoil to add another factor to consider in weapon selection beyond range and DPS. I'd simply like for that factor to be applied in a more sensible way than it is now. From my point of view, I expect to deal with recoil if I'm building a rifle designed in 1900's no matter what year it is when I build it, I do not expect to deal with recoil if I'm building a Star Trek phaser.
As much as I both understand and applaud you modding the game to suit your playstyle and any others who dislike recoil, I won't be doing any serious modding of mine.
I'm much more interested in what the developers plan is for the "vanilla" game, because I do hold some level of hope for a decent multiplayer game. Most servers I have played on have all NPC's / Monsters at "bullet sponge" levels which get's tedious with bad weaponry.
For weapon progression to actually be of some use, the high level weapons need to be worth getting, explosives need to do some damage and so forth. Currently if I find the game to be too tedious in single player I can always summon the item menu and grab one of the debug weapons. Those tend to show the opposite extreme of being massively over powered, but it is easier than modding is.
At some point I intend to run a public server with the enemy toughness set to easy. Other options will be set to hard, so it makes for a challenging experience. I don't like bullet sponges, either.
For exemple. We start only with projectile weapons and we need zyrax weapons to research and develop new plasma and other advanced weapons, vehicle weapons included.