Note: This forum is merely an archive. It is no longer possible to register or post. - StackOverflow
New Ace of Spades Forums: http://buildandshoot.com/

The final solution to the rifle problem?

Got a great new idea for the game?

The final solution to the rifle problem?

Postby MegaDeuce » Wed Jun 20, 2012 11:59 pm

bcoolface wrote:Miss the old rifle accuracy, not the fogline headshots. How about ranged damage falloff? Weapon sway? Dragons that eat campers?


The final solution might be this: Bring back the pinpoint rifle accuracy, but have rifle damage be "inversely related" to fog density.

The simplest equation would be strictly linear:
Image


But it might be better to modify it so it doesn't drop off so quickly:
Image


This isn't how it would drop off with distance, it's how it would drop off with fog.
This directly addresses fog camping.

What do you guys think?
User avatar
MegaDeuce
Member
 
Posts: 243
Joined: Tue Dec 27, 2011 6:49 am

Re: The final solution to the rifle problem?

Postby wheelz » Thu Jun 21, 2012 12:13 am

Yes
Why has this not been thought of before? This should probably be done to the smg aswel or else it will become the long range weapon of chose.
wheelz
Member
 
Posts: 501
Joined: Mon Dec 26, 2011 9:19 pm

Re: The final solution to the rifle problem?

Postby ugotpiez » Thu Jun 21, 2012 12:45 am

Well, it's great but, sniping is for long-range, so I just can't understand why you would want to cut off a lot of its distance power.
Image
Image
Image
Image

[IGN] USABxAIRLINES -- BOOYOxAIRLINES -- El Jefe -- Airlines
User avatar
ugotpiez
[USAB] Member
 
Posts: 1208
Joined: Sat Apr 28, 2012 3:35 am
Location: Hyrule

Re: The final solution to the rifle problem?

Postby nalyd8991 » Thu Jun 21, 2012 4:56 am

No shot should make zero damage however.
Image
User avatar
nalyd8991
Member
 
Posts: 66
Joined: Mon Jan 16, 2012 9:47 pm

Re: The final solution to the rifle problem?

Postby wheelz » Thu Jun 21, 2012 9:12 am

Oh yeah shots should drop down to 40 and stay there
wheelz
Member
 
Posts: 501
Joined: Mon Dec 26, 2011 9:19 pm

Re: The final solution to the rifle problem?

Postby Paratrooper » Thu Jun 21, 2012 9:24 am

What's the point of the rifle then...
To a Physicist, white and black is the presence and absence of color.
To a Fine Artist, white and black are just shades and tints of color.
To a Painter, any paint that you could get into a can is a color.
THIS color, on the other hand, is #b4d455.
User avatar
Paratrooper
Local Mod
 
Posts: 1590
Joined: Thu Feb 16, 2012 2:40 am
Location: California (-8:00 GMT)

Re: The final solution to the rifle problem?

Postby demo123 » Thu Jun 21, 2012 9:53 am

Next thing we should do is to remove headshots at the fog line.

Then say goodbye to efficient camping.
Demonic Anti-Atheist Croatian(said by ChaosTLW)
Image
Image
Image
Want a sig similar to mine. Send me a PM.
Screw YOLO. YOLT ftw.
User avatar
demo123
[SPQR] Member
 
Posts: 1769
Joined: Sun Feb 12, 2012 12:35 pm
Location: Middle of nowhere, Croatia

Re: The final solution to the rifle problem?

Postby ThisFrickinSite » Thu Jun 21, 2012 12:35 pm

So in order to get back the accuracy, we have to get rid of long range shooting basically? I think im leave next update too.

Maybe we could get a sniper rifle that the damage drop doesnt apply to, but it has bullet drop to compensate? A real long range weapong that has a high zoom to really set it apart from the semi and the smgs.
User avatar
ThisFrickinSite
{RS} Member
 
Posts: 1249
Joined: Mon Jan 09, 2012 5:00 am
Location: 32.559, -83.686

Re: The final solution to the rifle problem?

Postby USABxBOOYO » Thu Jun 21, 2012 1:34 pm

Ben has thought of a wide range of fixes to this, and will be testing them soon. One of these fixes includes damage depreciation over distance, so this has been considered. We'll just have to see how it tests out.
User avatar
USABxBOOYO
Global Moderator
 
Posts: 2197
Joined: Sat Dec 10, 2011 12:38 pm

Re: The final solution to the rifle problem?

Postby Articsledder » Thu Jun 21, 2012 2:00 pm

I honestly thing there is no issue with the rifle. I think the main issue is lag. While playing on a server with low ping I can't tell much of a difference from the old rifle.
aend tehn teh cahirs began to snip
Image
User avatar
Articsledder
Member
 
Posts: 818
Joined: Tue Dec 27, 2011 2:55 am
Location: New England

Re: The final solution to the rifle problem?

Postby PXYC » Thu Jun 21, 2012 2:11 pm

I have a solution! Put it back to the way it was when everyone was happy!
Image

<+laserlamp> lil b is my fav
User avatar
PXYC
Local Mod
 
Posts: 1068
Joined: Wed Dec 14, 2011 2:52 am
Location: Near Philadelphia, PA

Re: The final solution to the rifle problem?

Postby Fluttershy » Thu Jun 21, 2012 4:18 pm

USABxBOOYO wrote:Ben has thought of a wide range of fixes to this, and will be testing them soon. One of these fixes includes damage depreciation over distance, so this has been considered. We'll just have to see how it tests out.


do a tf2 esque beta, make multiple rifles and have people screw around with them and see which one is best
User avatar
Fluttershy
Member
 
Posts: 979
Joined: Tue Dec 27, 2011 5:13 am

Re: The final solution to the rifle problem?

Postby Frostified » Thu Jun 21, 2012 5:48 pm

Paratrooper wrote:What's the point of the rifle then...

Articsledder wrote:I honestly thing there is no issue with the rifle. I think the main issue is lag. While playing on a server with low ping I can't tell much of a difference from the old rifle.

PXYC wrote:I have a solution! Put it back to the way it was when everyone was happy!


Rifle problem? What rifle problem?
The rifle is fine the way it is. By implementing something like this it may purge more of the fun out of aos.
Image
<Grandy> Just wanted to say I hate you all
<StackOverflow> rambo famous is like being nicki minaj famous
<StackOverflow> you haven't really accomplished anything and everybody laughs at you
User avatar
Frostified
Member
 
Posts: 611
Joined: Sat Dec 10, 2011 5:54 pm
Location: Center Of The Schwarzwelt

Re: The final solution to the rifle problem?

Postby MegaDeuce » Thu Jun 21, 2012 6:06 pm

Fluttershy wrote:
USABxBOOYO wrote:Ben has thought of a wide range of fixes to this, and will be testing them soon. One of these fixes includes damage depreciation over distance, so this has been considered. We'll just have to see how it tests out.


do a tf2 esque beta, make multiple rifles and have people screw around with them and see which one is best


That sounds pretty cool actually...

I just want to point out that for the second graph... 60% fog means the player is mostly hidden by fog. And that's just where it would start to drop off. And that's just an example.

The whole point is to have the rifle be the same rifle until you get to the point where your targets are almost completely concealed by fog.
User avatar
MegaDeuce
Member
 
Posts: 243
Joined: Tue Dec 27, 2011 6:49 am

Re: The final solution to the rifle problem?

Postby IrishElf » Fri Jun 22, 2012 2:18 am

I think a combination of Weapon sway when moving and a slight dropoff in damage after somewhere between 90~105 blocks combined with the pinpoint accuracy would be perfect.

Far enough to outrange a slightly nerfed SMG yet not so far that SMG users will have no chance to reach their around 65~75 edge of range window.
Image
User avatar
IrishElf
Member
 
Posts: 767
Joined: Tue Dec 27, 2011 4:28 pm
Location: Socialist Canada.

Next

Return to Game



Who is online

Users browsing this forum: No registered users and 2 guests

cron