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Sidearms please! (all classes)

Got a great new idea for the game?

Do you want sidearms added to the game?

I fully support this idea! (+2)
97
68%
Could be cool.. (+1)
23
16%
Definitely no (-1)
22
15%
 
Total votes : 142

Re: Sidearms please! (all classes)

Postby mman789 » Tue Jan 24, 2012 1:00 am

Build wrote:1 shot per clip, headshot only does 50 damage. Body does random.

Well played...
The hacks! THE HAAAAAAAX!
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Re: Sidearms please! (all classes)

Postby Rockettechgamer » Sat Jun 30, 2012 2:55 am

Seems I'm a little late to the party. I have an idea of how side-arms could be done.

right now, the rifle is a long range weapon, the SMG is a medium range weapon, and the shotgun is a close range weapon.

I have been in situations where I am going on a kill streak using the rifle, and have gone back to my tent to resupply several times. however my down-fall is when an enemy starts shooting at me with an SMG. the enemy just popped up using a tunnel. and he's too close for me to aim and fire the rifle effectively. say I were to hide behind the wall that I'm sniping from,and I ready my spade. the wall is about 15 blocks long. and I can't cover myself with the spade or rifle. a sidearm would be perfect here.

now, you may be thinking: "well, what about a confrontation where you have the shotgun or SMG?" in those scenarios, the sidearm would not need to be a close range weapon. you would want to strike targets at about the effective range of the SMG. which, in effect, renders the side-arm and SMG combination useless. so you would want a side-arm to use with the rifle, and one with the shotgun.

Here Is my idea. have a semi auto handgun, like M9, or G17, with the same damage as the SMG, for close range (so with the rifle) and a single-shot gun for longer range. a gun perfect for this would be a flint-lock pistol. deadly at close and medium range, but slow to reload.

so, the rifle scenario, part two: enemy lobs a grenade over the wall, and I figure out where he's going to come from. I pull out mu semi-auto handgun, and when he comes around the corner, I shoot him twice in the head, killing him, and he nearly kills me. now I go to the tent...

as you can see, I would most likely be dead without the sidearm. In this case, the wall was low, and sprinting would have made me into a target.

and now, a shotgun scenario: I am in a confined space, (like the map: space station) using a shotgun. hit markers pop up. I am getting shot from the end of a hallway by an SMG.there is lots of cover in space station so I get behind cover (which the SMG is tearing up) and switch to my flint-lock. I jump out of cover, and shoot the enemy in the chest. I finish with a long-range shotgun blast, which only does 20 damage, but the flint-lock to the chest does 80 damage.

so a semi-auto handgun with the SMG damage, and a flint-lock which does 100 damage to the head, 80 to the chest, and 30 to a limb. and so that SMG users don't choose redundant weapons, make it so you have one of the sidearms, or the new rocket launcher.
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Re: Sidearms please! (all classes)

Postby Fluttershy » Sat Jun 30, 2012 4:38 am

Side arms are meant to be last resort shitastic weapons, not weapons that completely cover up the downside of the weapons youre using and are equal/better than the other primarys.
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Re: Sidearms please! (all classes)

Postby MrMeow » Sat Jun 30, 2012 5:51 pm

It seems a bit unfair, I know it would be frustrating to think that after that darned Spawn Camper is about to be felled by your hand after dealing a significant amount of damage to you. When you are about to kill him he just whips out a pistol and kills you, Now it'll take even longer to get out of the spawn because he foiled your attempt. I think that we should encourage people to be wise with their ammo instead of giving them a way to avoid strategy all together.

I was pro handguns until Fluttershy pointed out certain aspects of the pistol, Now it just seems like a bad idea. If we want pistols they should be a modded semi, Not a whole weapon entirely. The more I think of it, People wouldn't even use the CP if they run out of rounds when sniping, They'd just switch to the pistol until their ammo is gone.

Also, These walls of text protect me.
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Re: Sidearms please! (all classes)

Postby Rockettechgamer » Sat Jun 30, 2012 7:10 pm

Side arms are meant to be last resort shitastic weapons, not weapons that completely cover up the downside of the weapons youre using and are equal/better than the other primarys.


well then, how would you balance them out? my suggestion is by no means perfect, or even above average. In my eyes. a side-arm should balance out the primary, but not be a substitute for a primary by any standards. I didn't make my self clear on this, but with the semi-auto handgun, it would be so inaccurate that it would have an effective range of about 15 blocks.
the flint-lock, on the other hand would be better suited to long range engagements, but would have a slow reload. an even better idea would be to not make it a hit-scan weapon, but have a slow travel time for the musket ball.

I think that we should encourage people to be wise with their ammo instead of giving them a way to avoid strategy all together.


how does ammo come into this at all? I feel like a sidearm should at least somewhat balance out the primary's weaknesses.
it's hard to defend yourself at close range with a rifle, and at long range with a shotgun. ammo would not have helped me win those fights, unless it fell on my enemy's head.

I didn't say I was for or against side-arms, just that I had an idea. so tell me how you would balance them. I do want to hear your suggestion. seriously.
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Re: Sidearms please! (all classes)

Postby MrMeow » Sat Jun 30, 2012 8:16 pm

how does ammo come into this at all? I feel like a sidearm should at least somewhat balance out the primary's weaknesses.
it's hard to defend yourself at close range with a rifle, and at long range with a shotgun. ammo would not have helped me win those fights, unless it fell on my enemy's head.

I didn't say I was for or against side-arms, just that I had an idea. so tell me how you would balance them. I do want to hear your suggestion. seriously.


How would I balance it?
I wouldn't add it in the first place. Why are you so defensive about this? Someone states their opinion over your idea and you go mad, There isn't any point if you aren't even going to think about what we say. Ammo does count in it, How would you like it if you were getting spawn killed and went to finish them only to have them pull out a pistol and kill you, Then have them start to pick people off with the pistol after their rifle ammo is depleted? All pistols are doing is prolonging the inevitable, When people run out of runs they get themselves killed. That is how this game works. I could easily hold off a spawn with the rifle as is, The pistol may do less damage but people would still do the same thing.

In short: No, It would make Spawn Camping a breeze and upset a lot of people.

EDIT: What do you mean your neutral in all this? THE TITLE IS SIDEARMS PLEASE!
I think we are getting trolled...
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Re: Sidearms please! (all classes)

Postby Rockettechgamer » Sat Jun 30, 2012 9:07 pm

while I respect the fact that you do not wish to have side-arms in the game, I have to disagree.
There are some things that you may have misinterpreted.
1. I did not name this thread.
2. why would I be spawn camping when I could capture the objective and leave?
3. I do think about what people say, I created my original post after reading this thread, and coming up with what I thought was a balanced idea.
4. If my primary was out of ammo, why would I continue on using my pistol? the handgun should not be a viable primary.
5. I am sorry if I seem defensive. I wasn't kidding when I said "how would you balance it?".
6. I seem to have failed to make my point in my first post. that was an error on my part.

side-arms are most likely going to be added to ace of spades. could you please give a constructive argument instead of raging?

I don't rattle or rage easily. what I was doing was providing a comprehensible counter-argument. you should try it.
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Re: Sidearms please! (all classes)

Postby MrMeow » Sat Jun 30, 2012 9:20 pm

1. I'll give you the first one, That was my error.
2. I obviously referred to someone else spawn camping, Try reading it again.
3. No, You do not. It doesn't even feel like you are reading, seriously I never referred to the SCer as you. It was the average player.
4. Average player.
5. I wasn't kidding when I said I wouldn't add it.

I have given you constructive arguments but you have failed to see it.
On a side note, You should try re-reading my posts.
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Re: Sidearms please! (all classes)

Postby Rockettechgamer » Sun Jul 01, 2012 2:04 am

1. I am sorry. I misunderstood your wording about the spawn camper.
2. I doubt the average player would even make it to the enemy spawn, and if he did, would not last very long on most maps. almost certainly not long enough to run out of ammo.
3. OK, I believe you when you say you wouldn't add it.
4 I don't think were ever going to agree, and it is futile for me to try to change your mind, and for you to try to change mine.

If you want to continue this, then talk to the pound sign. # I'm sure he'll listen.
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Re: Sidearms please! (all classes)

Postby MrMeow » Sun Jul 01, 2012 3:26 am

2. You know how easy it is to get to the spawn?

Anyways, You all probably know my answer.

No.
Simply because of the reasons I have stated before.
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Re: Sidearms please! (all classes)

Postby Fluttershy » Sun Jul 01, 2012 4:38 am

Rockettechgamer wrote:4. If my primary was out of ammo, why would I continue on using my pistol? the handgun should not be a viable primary.


Then dont give it the stats of a primary or damage higher than the rifle. If I were to make a handgun Id do three things.
1)give it pathetically low damage (ie, 20H-13B-8L) but a fire rate slightly above rifles
2)Pinpoint accuracy
3)High/infinate ammo

All the guns would have access to this and it does several things
a)its truely a backup weapon in that its damage is not even comparable to the primary
B) Its a back up that doesnt just bandaid the ammo problem. Thats key, if it has low ammo the entire concept is thrown away because itd just prolong the "im out of ammo" scenario people like to throw out despite usually only happening with SMG.
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Re: Sidearms please! (all classes)

Postby MrHaaaaaaxFF » Sun Jul 01, 2012 5:14 am

Fluttershy wrote:
Rockettechgamer wrote:4. If my primary was out of ammo, why would I continue on using my pistol? the handgun should not be a viable primary.


Then dont give it the stats of a primary or damage higher than the rifle. If I were to make a handgun Id do three things.
1)give it pathetically low damage (ie, 20H-13B-8L) but a fire rate slightly above rifles
2)Pinpoint accuracy
3)High/infinate ammo

All the guns would have access to this and it does several things
a)its truely a backup weapon in that its damage is not even comparable to the primary
B) Its a back up that doesnt just bandaid the ammo problem. Thats key, if it has low ammo the entire concept is thrown away because itd just prolong the "im out of ammo" scenario people like to throw out despite usually only happening with SMG.

Perferably high ammo, not infinite. Maybe we could adjust it to near SMG's damage(y'know, dat pistol rounds!) but it would be OP.
But again, who would survive 5 rounds to tha face?
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Re: Sidearms please! (all classes)

Postby Fluttershy » Sun Jul 01, 2012 5:32 am

MrHaaaaaaxFF wrote:Perferably high ammo, not infinite. Maybe we could adjust it to near SMG's damage(y'know, dat pistol rounds!) but it would be OP.
But again, who would survive 5 rounds to tha face?


Whoever thinks realism comes before gameplay should take a dive. Into a pool of reason anyways. Smg damage for a side arm is too much, while at first that sounds "ok", consider two hit kills. On a back up weapon.
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Re: Sidearms please! (all classes)

Postby MrHaaaaaaxFF » Sun Jul 01, 2012 5:34 am

Fluttershy wrote:
MrHaaaaaaxFF wrote:Perferably high ammo, not infinite. Maybe we could adjust it to near SMG's damage(y'know, dat pistol rounds!) but it would be OP.
But again, who would survive 5 rounds to tha face?


Whoever thinks realism comes before gameplay should take a dive. Into a pool of reason anyways. Smg damage for a side arm is too much, while at first that sounds "ok", consider two hit kills. On a back up weapon.

Then high damage for the head, while normal/yours damage for body and limbs?
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Re: Sidearms please! (all classes)

Postby Rockettechgamer » Sun Jul 01, 2012 5:37 am

I like Fluttershys idea better than mine.

Then dont give it the stats of a primary or damage higher than the rifle. If I were to make a handgun Id do three things.
1)give it pathetically low damage (ie, 20H-13B-8L) but a fire rate slightly above rifles
2)Pinpoint accuracy
3)High/infinate ammo

All the guns would have access to this and it does several things
a)its truely a backup weapon in that its damage is not even comparable to the primary
B) Its a back up that doesnt just bandaid the ammo problem. Thats key, if it has low ammo the entire concept is thrown away because itd just prolong the "im out of ammo" scenario people like to throw out despite usually only happening with SMG.


It would be cool to shoot someone with a flint-lock though.
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