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/thread
The better answer is that one of the selling points of the game is being able to craft crazy sciency makeshift weapons. Having weapons you 'just pick up off the ground' be better than the weapon you spent time and effort researching and crafting would feel even worse.
I get it, having Overworld weapons feel so terrible, especially for a game themed off of the looks of Half-Life 1 (where you literally do just that, pick up perfectly effective weapons off the floor) feels really awkward at the very least. But the devs have a point, that making found military guns being too effective would kill the theme they are wanting to do.
While it doesn't feel great, the better way to find a balance for something like this, especially with regular players doing play testing, is to pre-nerf one aspect hard and slowly improve it. Nerfing or taking away stuff from players after they are used to something is a good way of making them even more upset.
I would be shocked if the next good sized patch or two didn't address this again and improved guns a bit more. There has been a update that improved guns, and it did make them more viable.
Its the sole reason why we even got weapon repair kits in the game or nerfed spawn rates.
Because the players are dense.
I love having the game ruined just because the average Billy who hadn't touched any game in their life apart of Call of Duty and thinks everything is about shooty shooty and regenerating health.
If the devs hadn't included the guns, people would whine.
If the devs include the guns but made them weak on purpose to encourage usage of crafted items, people whine that they're too weak.
If the devs buff the guns, people whine that they cannot be repaired.
If the devs add a way to repair the guns, people whine that the repair method is too scarce or hard to do.
Honestly they shouldn't have added guns at all, or at least made Security the only role to be able to reliably use them just so people shut the ♥♥♥♥ up about it.
Also, you do know that the devs don't just listen to players on this forum or social media, right? They collect gameplay data and see what people are using and how far and fast they are progressing, and so on. So it isn't just a few ranters making a stink and 'ruining your game'. The devs are literally getting feedback from the silent majority as they play the game.
'The sole reason why repair kits were added' is your opinion and assumption, not fact. You make it sound like the devs are more dense than the 'dense players', unable to imagine the need for such a basic item until someone beats them over the head with it.
You are acting just as bad, if not worse, than the people you hate, being overly biased and simplistic with your point of view.
Yes, some people, not everyone, not even the majority of them, are going to complain about something. If you can't handle it, then leave. It is doing nobody any good (for you and for others) to give such rants. Being annoyed by a bug or flaw and giving pointed feedback is one thing, but making blankets insults about how some nebulous group of people are ruining things is not feedback.
If we could craft repair kits, possibly at a premium, it would make the option of repair more appealing, in conjunction with being able to modify or improve a gun to make it one you -want- to keep as opposed to tossing it out for the next one you have.
In my solo world I have just gotten to Manufacturing West and have been in constant firefights with The Order, and, in a couple hours worth of playtime total have a chest completely filled with Pistols, Smg's and Revolvers. Not a single repair kit has dropped (Or flew into the abyss, but I can't say for sure).
But this is all exacerbated by the requirement for the Biometic arm wraps. All of that gunfighting and I'm only level 4 or 5 accuracy. By the time I even gain the ability to use those guns I'd have run out of ammo before I run out of usable guns.
Another thing that would be nice,if possible, should a gun does drop, drop with a random amount of ammo -in- the gun. SMG drops, an extra handful of rounds inside it that can be unloaded.
the gun having ammo in it would definitely help the situation as frankly you dont get enough ammo in single player if you are playing with others using firearms is completely nonviable because of how rare ammo is. I feel like at least shot shells should be craftable as they are easier to make than other types of conventional ammo. You could make some with some plastic,scrap metal and ethanol for the propellant.
Personally I have not had a problem with the repair kits considering all order enemies have a chance of dropping one and they are unlimited use once you have one its fine I think though I do think having one in the bunker in the labs would be good for people that have had an issue getting one.
The armwraps are honestly my biggest gripe about guns even over ammo. lv 10 is extremely late and biometrics are not used on firearms irl for a reason. Even if the order were to use the completely impractical technology isnt the whole point of the game you are a smart scientist and should be smart enough to remove such tech and make the gun work without it? it is just stupid. A smart person would use the best tool for the job at hand and that tool would generally be a firearm if you have them available.
I've only used it on one trip back into the Labs, intending to farm capacitors off of techo-chus (the shocking fat rat aliens), and detoured through that room with the shotgun guy I couldn't defeat before. Grinder was SO worth the effort. Enough that I'm now farming grinder ammo on the Train world.
Edit: I had completely forgotten that gun existed until I read posts on these forums. The game really needs a better discoverability / rediscover / hint system to help link problems to solutions.
Also, we have to keep in mind there's several major updates and sectors left to go. The end of Labs isn't even the halfway point of the game, there's a ton of content we've yet to experience. It's entirely possible down the line we'll have craftable ammunition for dropped firearms at some point, or even a way to turn them into cooler bullet-based firearms. Hell, we haven't even entered Security sector.
They're -unlimited-? That changes everything then. I have only gotten my first (And no damaged guns to use it on) today. I assumed they were one time use like everything else.
The problem with this is; What's the point of conventional firearms then? If we're to be slapped on the wrist and told 'no', why even have them in? A hyperbole, sure, but it feels that way.
Why have the crafted weapons almost objectively better than anything that could drop?
A balance needs to be struck between ease of access and practical use. Most games that have crafted weapons tend to be the lowest rung of a ladder. They exist to tide people over until they can get literally anything else.
I'm not saying crafted weapons need to be bad, but, there's borderline no incentive to use conventional weapons with the hoops you have to jump through to even -use- them, let alone keep them maintained and supplied. Worsened as mentioned in multiplayer.
Farm for an hour for enough ammo, or craft the Ripper and make enough grinder disks explore for an hour?
I agree that firearms IMO may use some improvements to be a par with late-game crafted weapons but I feel it should be more nuanced. For example:
1. Would be nice to have more specialized order armor with more weapon/mobility-related set bonuses. Basic bionic wraps durability is sad - I am ok with them being less armor but I would like some progression in that sense.
2. Maybe make manufactured ammo stack more? So it's more inventory efficient. A super cool feature for the 1. would be to have armor with specialized sockets for the manufactured guns (which are less unwieldy than the crafted ones). This will make manufactured weapons a viable choice even in single-player/solo gameplay, even if they are less powerful than the crafted weapons.
3. Would be nice to have more customization options like the underbarrel flashlight. Shouldn't be anything super flashy - just to give some nice touch to the weapon. For example, a shotgun may use a bayonette to melee people when you ran out of ammo. An SMG may use an underbarrel grenade launcher (for both crafted and manufactured grenades)
4. Shotgun reloading should probably take the ammo already in it into consideration, so you can have fast reload if you need to add just a couple buckshots. Also if you sprint it shouldn't keep the ammo already loaded. This will give a shotgun a significant combat flexibility
A bit unrelated but it would also be nice to have other options for the shield socket that are useful ranged weapons. This may also be a differentiation between the manufactured and crafted weapons. Like you can have a bipod that increases accuracy when crouching or something.
Basically I don't thihk that there has to be a full rework or that the manufactured weapons need significant buffs - but I think it would be nice to have even more differentiation. I see them as high mobility, low weight, high flexibility and high accuracy option. Weapons for more tactical approach - scouting, stealth, long-range kills. Crafted weapons and related armor seem to be heavily leaning into tanking, so I feel like this is a natural differentiation but ATM I think that difference is not too pronounced. It would be nice if it would be