#🏹Balance: Weapons🏹

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granite flint
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This is just a fragment of the "Final Balance" post, specifically the part in which a change is made for the better for the weapon balance, also, if you want to read it in full with all the changes and not just the weapons one, I invite you to do it

I leave balance in the chat of this post

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[WEAPONS]:

To balance the weapons to a state in which they all work and that the "meta" weapon does not make a big difference with the others (because equally, it is very difficult, not to say impossible, to prevent a "meta" weapon from existing in a video game ) It would be with a generalized damage system based on the caliber, a generalized damage system would simplify things more and would give good performance to the weapons in general, now, this of course has in most cases two other factors to take into account so that, of course, weapons with bullet caliber are not overshadowed by weapons that use rifle caliber, which would be:

-Stopping power: for example, the .45 ACP caliber, used by the Colt M1911 pistol and also used in other pistols and submachine guns, has great stopping power, stopping attackers in most cases with 1 shot.

-What type of weapon it is: that is, if it is semi-automatic, automatic or bolt-action, this information is used to increase or decrease the damage provided by the weapon, usually, semi-automatic or bolt-action weapons doing more damage than automatic weapons of the same caliber

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The games that have used this system (or at least I know of it) are "Battlefield 3", "Battlefield 4", "Battlefield 1" and "World War 3", to give a more visual example, we will use weapons from "Battlefield 1" in this case, for example, on the one hand, we have the M1917 "trench carbine" and on the other, the MP-18 submachine gun, both are of the same 9x19 caliber, but the difference is that the carbine is semi-automatic, while the The submachine gun is automatic, thus giving a difference and balance between wanting more damage in exchange for being semi-automatic, or wanting a higher rate of fire being automatic but less damage. Another example that I can give you would be with the Annihilator (the Thompson submachine gun) and the Fedorov Avtomat rifle, although the Fedorov uses intermediate rifle caliber bullets, the Thompson has more damage up close, why? due to its stopping power, and this becomes clearer when we see how the damage of the submachine gun drops more at a greater distance than the damage of the Fedorov rifle, but well, this also gives us three other factors that in this type of swings:

-Bullet velocity: that is, the speed of the bullet when leaving point A (mouth of the gun barrel) to point B (the target)

-Recoil: the system that makes your weapon move upward or to the sides

-Weapon rate: the number of shots per minute that the weapon can fire

-Better aiming or hip precision

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Usually, weapons for short distances such as submachine guns have a slow bullet speed, but with a high cadence, better recoil control and better hip precision, while assault rifles, for example, have a faster bullet speed, a decent cadence, better aiming precision but greater recoil, thus giving each category of weapons their optimal combat distances, but of course, this change would make each category different with its own styles of play and combat, But still we have another question.

How to make each weapon within a category feel different from the other?:

Here we are no longer talking about differences between categories, we are talking about differences between weapons of the same, and well, this is easily resolved by making each weapon have a unique appearance, that is, one that is better suited for short weapons, another for long ones, that it be the best balanced, etc., I give you an example with a Battlebit weapon, if we implemented this system, the FAMAS due to its cadence, could be the best assault rifle for short distances, giving it the disadvantage of a quite noticeable recoil, Of course, some things are already implemented in Battlebit, but in a bad way or poorly done, but if it is implemented, and polished in this way, with current weapons, it can give a good variety of combat styles, and Of course, to make this clearer, add a mini description to each weapon to better understand what makes it unique, as for example "World War 3" did (I leave an example image).