Hipfire system
- Azarael
- UT2004 Administrator
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Hipfire system
Someone recently said that it seemed the game was turning into a contest to see how quickly one player can spam the other down with hipfire at close range, so I thought I'd ask for any ideas for changes to the hipfire system and close range combat in general.
Potential ideas:
1. Reduce airspeed. The basic movement speed in Ballistic is reduced by 20% from the regular game, but dodges still work at full speed and cover an even greater area than the default game if the player sprints before dodging. Reducing this would prevent engagements changing range so often.
2. No crosshairs for hipfire, but accurised hipfire. This suggestion has the advantage of allowing the laser sights on some weapons such as the SAR12 to serve some actual purpose, but the ease of forcing a crosshair to be displayed even if the weapon crosshairs are turned off is a problem. The idea of this suggestion would be to prevent hipfire engagements from being skill-less as they are at the moment and instead ascribe a skill of being able to quickly aim without a crosshair. There's also a "realism" benefit, as the current hipfire is very wide compared to how it should be in reality.
Potential ideas:
1. Reduce airspeed. The basic movement speed in Ballistic is reduced by 20% from the regular game, but dodges still work at full speed and cover an even greater area than the default game if the player sprints before dodging. Reducing this would prevent engagements changing range so often.
2. No crosshairs for hipfire, but accurised hipfire. This suggestion has the advantage of allowing the laser sights on some weapons such as the SAR12 to serve some actual purpose, but the ease of forcing a crosshair to be displayed even if the weapon crosshairs are turned off is a problem. The idea of this suggestion would be to prevent hipfire engagements from being skill-less as they are at the moment and instead ascribe a skill of being able to quickly aim without a crosshair. There's also a "realism" benefit, as the current hipfire is very wide compared to how it should be in reality.
- giZmo
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Re: Hipfire system
- 1. Reduce airspeed. The basic movement speed in Ballistic is reduced by 20% from the regular game, but dodges still work at full speed and cover an even greater area than the default game if the player sprints before dodging. Reducing this would prevent engagements changing range so often.
- 2. No crosshairs for hipfire, but accurised hipfire. This suggestion has the advantage of allowing the laser sights on some weapons such as the SAR12 to serve some actual purpose, but the ease of forcing a crosshair to be displayed even if the weapon crosshairs are turned off is a problem. The idea of this suggestion would be to prevent hipfire engagements from being skill-less as they are at the moment and instead ascribe a skill of being able to quickly aim without a crosshair. There's also a "realism" benefit, as the current hipfire is very wide compared to how it should be in reality.
Last edited by Anonymous on Wed 16 Nov , 2011 9:15 pm, edited 2 times in total.
"We never truly know how to appreciate something until we have lost it forever."
- Azarael
- UT2004 Administrator
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- Joined: Thu 11 Feb , 2010 10:52 pm
Re: Hipfire system
The idea would be to prevent weapons from firing during transitions between iron sights and back, so that you have the choice to either wait for the sight delay (usually quarter of a second) or fire immediately, which could give you an advantage but also requires more skill.
- giZmo
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Re: Hipfire system
To get this right you don´t wanna remove the crosshair complete from hip but only from the transition ?
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- Azarael
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Re: Hipfire system
No. The idea would involve both removing the crosshairs outright, and removing the ability to fire during the transition.
- giZmo
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Re: Hipfire system
Ok in that case i ask you to try something else first cause of the objections i made above.
What about removing the abillity to doge in and after sprint (maybe 1 sec)....but this would slow down the gamespeed extrem.
The question is what you want......realistic weapon behaviour (like it is atm) where every weapon can be fired anytime.
Or unrealistic weapons who fit best to the gameplay of some people.
What about removing the abillity to doge in and after sprint (maybe 1 sec)....but this would slow down the gamespeed extrem.
The question is what you want......realistic weapon behaviour (like it is atm) where every weapon can be fired anytime.
Or unrealistic weapons who fit best to the gameplay of some people.
"We never truly know how to appreciate something until we have lost it forever."
- Azarael
- UT2004 Administrator
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- Joined: Thu 11 Feb , 2010 10:52 pm
Re: Hipfire system
Gameplay always comes first.
- Azarael
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Re: Hipfire system
Right, so here are the changes going on #2.
- Weapons are now accurate from standing and crouching.
- Weapon min inaccuracy is between 16 (almost nothing) and 128 (a small spread).
- Weapon max inaccuracy is now about 1/3 of the previous value.
- When on the move and using hipfire, you have an accuracy penalty of 33% - that is, your inaccuracy is 33% of its maximum.
- Firing your weapon further increases the inaccuracy until you stop firing and let it settle or reach the maximum possible inaccuracy.
- Different weapons have different rates of generating increased spread.
- Weapon recoil is applied as normal, plus another 15% penalty for hipfire.
- Headshots deal double damage instead of 1.5x damage.
Things I may implement:
- Slower reloading as a punishment for spamming the entire mag out.
Two things suck about the current game: Hipfire being a crapshoot and having to ADS every time you want to kill someone. Trying to resolve both by adding an incentive not to spam weapons from the hip (hitting the head) and extending the range of hipfire (to get UT's movement back in the game and to reduce the effect of players engaging at close range and the victor being randomly generated).
We'll see how it works.
- Weapons are now accurate from standing and crouching.
- Weapon min inaccuracy is between 16 (almost nothing) and 128 (a small spread).
- Weapon max inaccuracy is now about 1/3 of the previous value.
- When on the move and using hipfire, you have an accuracy penalty of 33% - that is, your inaccuracy is 33% of its maximum.
- Firing your weapon further increases the inaccuracy until you stop firing and let it settle or reach the maximum possible inaccuracy.
- Different weapons have different rates of generating increased spread.
- Weapon recoil is applied as normal, plus another 15% penalty for hipfire.
- Headshots deal double damage instead of 1.5x damage.
Things I may implement:
- Slower reloading as a punishment for spamming the entire mag out.
Two things suck about the current game: Hipfire being a crapshoot and having to ADS every time you want to kill someone. Trying to resolve both by adding an incentive not to spam weapons from the hip (hitting the head) and extending the range of hipfire (to get UT's movement back in the game and to reduce the effect of players engaging at close range and the victor being randomly generated).
We'll see how it works.
- giZmo
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Re: Hipfire system
You mean #3....right ?
"We never truly know how to appreciate something until we have lost it forever."
- Azarael
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- Joined: Thu 11 Feb , 2010 10:52 pm
Re: Hipfire system
No, I mean #2. I'm going to put the changes up on #2 shortly and then open it up, to avoid annoying the #3 players if it goes bad.
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