5 years ago
Add this, ADD THIS!
Everyone feeling that the game is beam game right now. I suggest TTK improvements for new TTK and it's not finished yet! There's still some points. And it's FALL DAMAGE. Everyone feeling getting l...
@maximas1986 damage falloff, that's what they're talking about. AKA, the mechanic where your damage decreases the farther outside your effective range your target is.
So let's say P2020 has an effective range of 5 meters. Within those 5 meters, it's going to deal 15 damage. Every meter past 5, the same shot from your P2020 is going to deal less and less damage until it drops to basically nothing.
@Elamami3440 I think its a good idea to be honest.
Let's continue on from a point made in the OP and make a quick comparison that's relevant to the communities recent complaints.
Havoc vs Volt.
Havoc
For the havoc to be effective over mid range you need either
A) very good recoil control or an aimbot.
B) a selectfire receiver that will obliterate your ammo supply.
Volt.
You need to be able to pull back slightly on your mouse/right analog.
Now look at those two lists and tell me which sounds more viable at range. Then look at each weapon class and tell me that makes sense?
Falloff damage would greatly level the playing in this example. Yes good aim should be rewarded, but using a weapon class outside of the parameters its designed for should come with consequences.
@MandatoryIDtag @maximas1986 @pastaclown @hayhor @1ronKeys
Very sorry for very late reply. Cuz my country isn't really in best situations. Anyway
First I was talking about fall damage then I talked how SMG can win against AR in mid range gun fight. I didn't mean I am not good at R301, iam absolutely lassering with it.
Really great example Mandatoryidtag I loved it.
Sorry didn't read all messages I mentioned some people didn't mention me so I will read while I can
@maximas1986 no, as you describe, bullet drop is (in real life and in game) the process in which gravity slowly draws the projectile downwards towards the ground and eventually causes the round to hit the ground.
Damage fall-off doesn't quite exist in real life. While yes, projectiles will lose velocity, speed, and height given enough distance due to bullet drop, the round itself is still going to hit you pretty hard within a weapon's effective range and even past that. Effective range for weapons, specifically Rifles, SMGs, LMGs, and Sniper rifles, is described as "The maximum distance at which a weapon may be expected to be accurate and achieve the desired effect." or in simpler terms, how far away can you consistently hit a target.
Unfortunately though, no one really knows how far away you'd have to be from a shooter in order for the bullet fired to basically do nothing. There's a lot of math involved, and in order to really see how far a bullet can potentially travel, you have to eliminate the outside forces that act upon it. Namely bullet drop and drag. To do that you'd need a gravity-less chamber anywhere from 4-10 miles (estimated) long, and said chamber needs to be a vacuum, AKA, no air. A lot of the current math involved for maximum theoretical bullet travel is done with both bullet drop and drag factored into their calculations, but those will both limit how far a bullet can really travel.
@maximas1986 sure bud!
MechWarrior Online has damage falloff, and all weapons have an effective range that they'll full damage in, and past that the damage will start to decrease. Warframe surprisingly has damage falloff, World of Warships, the Battlefield series, Planetside 2, Overwatch, Destiny 2, and Elite Dangerous to name a few.