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Engine v.119, Scripts v.262, Gladiator Arena & other stuff
4saken
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Due to the limitations of the controls* I think that rifles and such should still be able to fire backwards, so not a 100% penalty, maybe 2/3rds or 3/4 at the most.

Probably something like:

SMG 25%

shotgun/crossbow 40-50%

rifle 66%

I'm not sure if this penalty kicks in immediately after the 90 degree threshhold or not.

SMGs would logically the next best after pistols due to their short barrel. Even the larger frame ones such as the special forces use are still preferred over anything but a pistol in close range where the foe may be coming from a blind side. However for game balance reasons (to balance with the rifle) the penalty might be higher, probably similar to a crossbow or shotgun.

Crossbows might be less penalty than shotguns due to less recoil and barrel length or they could be lumped into the same category to keep it simple.

I don't think shotguns should suffer as much as rifles since they are after all considered more of a close combat weapon. (Also I think shotguns need a significant short range to-hit boost).


Not sure where to put grenades on this list. While a grenade can be tossed behind you easily enough you normally you stop get a good throw. Also reducing grenade accuracy might have other unforeseen effects as they are a little buggy to begin with and not even very accurate when thrown forward.


*Actually upon consideration I think the variable front arc would be the best system, followed bysomething like this one, and lastly the standard WASD that most games use. WASD is last because while it lets you move more "normally" there is no difference in your choice of weapon. With the other 2 systems your choice of weapon actually becomes meaningful.
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vet combatL1 wv1,0,0

Posted Oct 3, 2009, 3:35 pm Last edited Oct 3, 2009, 3:44 pm by 4saken
*sam*
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Quote:
I think that rifles and such should still be able to fire backwards, so not a 100% penalty


I didn't actually mean that they'd be unable to fire backwards, what I meant was that rifles had a "certain amount" of accuracy loss, and was specifying the other weapons as a percentage of this. Hence, rifles have 100% of the "possible" accuracy loss.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 4, 2009, 1:52 pm
ISHOULDCOCO
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*sam* said:

Zero penalty
Pistols
(Grenades?)
50% penalty
SMGs
Shotguns
100% penalty
Rifles
Crossbows


I agree with these figures
because of gameplay reasons

Pistols need an advantage
Grenades are soooo dangerous that any penalty can be deadly

Rifles are the  king of the ped battlefield and can end a car combat.

With impending Body protection - the idea of a hard-to-kill fleeing ped, being able to hit your car every third round at 80m+

Remember , this is out of arc and is a possible penalty, and it is also entirely up to the *Sam* :rolleyes:


COCO
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vet wv

Posted Oct 4, 2009, 2:45 pm
4saken
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ISHOULDCOCO said:
Grenades are soooo dangerous that any penalty can be deadly


Yeah I pretty much agreed with you on that.

*sam* said:
Quote:
I think that rifles and such should still be able to fire backwards, so not a 100% penalty


I didn't actually mean that they'd be unable to fire backwards, what I meant was that rifles had a "certain amount" of accuracy loss, and was specifying the other weapons as a percentage of this. Hence, rifles have 100% of the "possible" accuracy loss.


Well that should be pretty close to what I was thinking then, actually.

Just let us know when these changes are live!

EDIT: I just got to do a ped encounter and the being able to fire backwards thing was a HUGE help. I don't think I hit anything but simply being able to target and declare repeat fire were incredibly helpful. Thanks a million, Sam!

So rifle changes are already live, pretty much, just a matter or waiting for the SMG tweak, then. Now we'll have to make some real decisions with choice of ped weapons!
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vet combatL1 wv1,0,0

Posted Oct 4, 2009, 3:17 pm Last edited Oct 4, 2009, 4:31 pm by 4saken
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