Weapons

Discussion in 'FAQ & Feedback' started by EleonGameStudios, Jun 26, 2015.

  1. PhiPhi

    PhiPhi Commander

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    I like the T2 .50Cal pistol, yes it's very powerful but I still find the limited range keeps it honest and if I meet the alien mini-gunners I'm outmatched. The T2 is a great large cal hunting pistol and ideal for preserving the more expensive ammo for the larger targets.
     
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  2. THE_M3MER

    THE_M3MER Ensign

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    I think that having different variants of bullets (incendiary, explosive, etc.) would be cool.
     
    #202
  3. Frankyln

    Frankyln Rear Admiral

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    Personal I love manual reload. I love when I line up a perfect shot and then "click". I forgot to reload. In keeps me sharp.
     
    #203
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  4. Youriv88

    Youriv88 Ensign

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    What i think about weapons is that we need RELOAD ANIMATIONS!!! I CRINGE EVERYTIME WHEN I WANT TO RELOAD!! JUST THAT ENDLESS CLICKING!! DONALD TRUMP CAN HAVE HIS AMERICA AND PRESTON GARVEY HIS SETTLEMENTS BUT EMPYRION CANT EVEN HAVE RELOAD ANIMATIONS??? WHY ELEON WHY? THE CLICKING SOUNDS HAUNT ME IN MY SLEEP. PLEASE ELEON PLEASE!!! WE NEED THEM, WE NEEEED THEMMMMMMMM!!!!!!!!!!!!!!!!!!!!!!

    With kind regards, Youriv88 the head of the w.n.r.a.n.a. (we need reload animations now association)
     
    #204
  5. Yama

    Yama Lieutenant

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    I dont feel like my character is shooting a gun most of the time.
    It's more like has a "gunstick" attatched to his chest that goes boom at the other end.

    Something about the lack of moving animation and the audiovisual feedback when firing is off.
     
    #205
  6. Dionysos

    Dionysos Commander

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    I just found my first "epic" laser rifle. - But i dont want to belive you seroiusly want Epic weapons?

    I didnt notice Empyrion is an action rpg now.... and beside that we have numerous threads with complains about current ingame weapons and turrets. Why not just going to fix these issues instead of introducing "Epic" weapons. A category which doenst make sense here.

    @Laser: in general the bullet looks like a star wars laser. Especially when it comes to speed it doesnt differ that much from the green plasma ammo. So if you wanna introduce a new weapon then to add something new. That could be:

    - laser = rapid fire low damage vs slow and hughe damage plasma
    - laser as beam weapons (dmg over time) vs. bullet animation
    - laser as hit always weapon vs a worse hit chance with other types of guns

    Currently i dont see an improvement in gameplay/difficulty through the new laser.

    Beside that even in games like borderland epic weapons dont make much sense because the stats matter but ppl like it because of EPIC. In path of exile epic gear is bad and only makes sense with specialised builds. Perhaps i miss something but i dont see how the game gets better/more complex/challenging with epic gear. The laser rifle doesnt have a higher zoom as its description says btw. And - if i bypass the base shoots through terrain bug - i can take out its turrets with ease and without fancy epic stuff. The old laser rifle was awful - better repair the basic weapon set we have instead of flushing out more generic stuff.
    Inside the drone base a higher range/damage doesnt matter too. So i suggest to set up a propper weapon balancing and prolly get more hitboxes eg like for limbs instead of going the marketing way with EPICNESS. boy oh boy... Currently its not an rpg and the shooter mechanics are way too basic too. These are not the core elements of the game.

    And how believable is this world then - as if Aliens store epic weapons... you might find special gear there but pls call it something else or make it a special tech like gauss, etc. you only get through salvaging/looting. And the balancing should make tactics/teamwork/vehicle builds also important instead of the hit and run/snipe from a distance like it is now.

    And yes a reload animation would also add more immersion then the epic tag does.
     
    #206
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  7. LiftPizzas

    LiftPizzas Rear Admiral

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    The "epic" laser rifle might be an improvement over the laser rifle but it still sucks. And the "epic" assault rifle does less damage than the pulse rifle.
     
    #207
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  8. MechPilot524

    MechPilot524 Captain

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    I think one big issue is that for all weapons without raytraced bullets, the muzzle velocity is too slow - with the exception of the rockets.

    I think a beam weapon is in order, though beam weapons may only belong on vehicles.
     
    #208
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  9. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    I still think the Laser Pistol & Laser Rifle should both be Beam Weapons.

    Also Vehicle Beam Weapons, hell yes please. :) (Especially for CVs for actual useful anti-SV Defense.)
     
    #209
  10. geostar1024

    geostar1024 Rear Admiral

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    Agreed. Words cannot describe my disappointment the first time I fired a Laser Rifle and watched the projectile leisurely drift off toward where my target had been five seconds ago. After that, I mentally corrected the name in my mind to "Plasma Rifle" . . . .
     
    #210
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  11. stimdealer0001

    stimdealer0001 Captain

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    There seems to be a fine line between realistic and playable laser weapons in scifi games. We should at least speed up the energy projectile of the rifle and pistol a bit. Not too fond of the beam lasers though. Seems like it would be a little OP.
     
    #211
  12. geostar1024

    geostar1024 Rear Admiral

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    As long as the beam damage is appropriate, it could be balanced (and perhaps beams wouldn't be terribly great against heavily armored structures because of low damage that gets absorbed by the structure's armor). StarMade has continuous beam weapons, for example, though I don't know if they're balanced in relation to missiles and cannons. Personally, I like the way the MechWarrior games handle laser weapons (as hitscan beams with some visible duration). But if we go that route, then we'd need something to differentiate them from simple cannons, which could be as simple as them have a high energy consumption rate when firing (instead of taking ammo). Projectile weapons should also then not be hitscan.
     
    #212
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  13. Frankyln

    Frankyln Rear Admiral

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    Personally I feel Baem weapons should be a Damage over Time Weapon
    • Continuous Fire
    • Power Drain from Energy Pack
    • Fires a Beam in a straight Line
    • The player Must Keep the Beam on a target to do damage
     
    #213
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  14. geostar1024

    geostar1024 Rear Admiral

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    The main issue I have with continuous-fire-low-damage weapons is that armor would seem to negate their damage entirely. Perhaps beam weapons would bypass block armor (since most types of armor are designed to reduce momentum and kinetic energy transfer), as the beams would be melting through the blocks directly.
     
    #214
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  15. Frankyln

    Frankyln Rear Admiral

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    That Sounds Plausible.
    Maybe in a future release they could have 3 types of armor plating (Explosive, Kinetic, Reflective) to counter weapon types.
     
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  16. geostar1024

    geostar1024 Rear Admiral

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    I could see something along the lines of Reactive Armor for reducing the damage from cannons and missiles, and Crystalline Armor to dissipate the energy from beams (whatever material it's made out of could be used for T2 windows as well). The standard and hardened steel blocks would remain as a kind of ablative armor that reduces damage from any source.
     
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  17. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    The Laser Pistol can probably only manage a small modest beam for small modest damage per 'tick', & the Laser Rifle is a L20 Weapon, it SHOULD be powerful.

    This sounds right to me. :)

    I like the sound of this, including figuring someday there might be 'Composite Armor' as a new T3 Material that could combine stuff like Hardened Steel, Crystalline Armor, & Reactive Armor together into a hybrid build that jack-of-all-trades absorbs everything reasonably well & is not weak against or specialized against any one damage type. Then people could choose if they wanna specialize vs certain possible Enemy Payloads or try to be at least decently survivable vs anything. Could add depth to the game & combat strategy. :D
     
    #217
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  18. geostar1024

    geostar1024 Rear Admiral

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    I had some thoughts about multi-block weapons:

    We'd need two new block types, a barrel block and a weapon base block. Roughly, the barrel blocks would influence range and accuracy (and number of shots fired), and damage (to a minor extent), while the weapon base block would influence the weapon type (and ammo required) and damage, and range (to a minor extent). Emitter blocks would be arranged in a cluster, with one or more barrels extending from it. Optionally, capacitor blocks would be needed for weapons of a certain size in order to supply their instantaneous power requirements.

    As we don't know the status of DIY turrets yet, these weapons would be an upgrade for fixed forward facing weapons and a way to obtain massive spinal-mounted weapons.

    Alternatively/in addition, these same blocks could be used to build CV/BA turrets out of HV/SV-size blocks, which would then be mounted on turret mounts (a variation on custom turrets as others have suggested).
     
    #218
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  19. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    That's a real interesting idea... :D
     
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  20. geostar1024

    geostar1024 Rear Admiral

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    I had some additional thoughts on how the custom turrets might work. There would be a few different turret bases, perhaps 1x1, 3x3, and 5x5, with the larger bases providing larger amounts of torque (for faster turning) and higher max power limits. The turrets themselves would be effectively welded into one mesh after construction to simplify things, and would have the following properties derived from their component blocks: mass, armor, hp, moment of inertia, damage, magazine size, fire rate, and number of shots fired per trigger pull.
     
    #220
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