Author Topic: Marcem Rants: Instant Kills  (Read 10925 times)

Generally it's not hard to master or hard to shoot.

And, as I've stated, great effort for great reward is not balanced in the case of extremes. The idea is that reward should scale to the price, but this scale should be exponentially decreasing. Something that takes 100% more effort should only be 50% more rewarding, to give a loose example. Otherwise you run into a situation where everyone is making heftier investments because the reward scales to or is greater than the price. The strategies that emerge will be entirely about mastering one's ability to make that large investment to the point that the price is considerably lower and thus the price no longer matches the reward. To this end, mastering a skill must be accounted for in the balance.

Furthermore, you're ignoring the point. The 30-damage value lets us make the sniper itself less difficult and aggravating to use. Suddenly the sniper is less of an annoying specialty and instead has more of a real, fleshed out role. It isn't about making that large investment of effort to get that large reward of an instant kill, but instead about making smaller investments to get appropriate rewards.
The two kinds of damage-types that emerge for classes are the finisher and the weakener-- one that does more damage on weakened targets and one that does less damage on weakened targets. A sniper that is no longer instant kill can fit suitably into one of these roles, and thus be balanced around that, and thus be more interesting on the whole.

You may work hard to score that instant kill, and that reward may or may not (usually not, being much greater than) fit the price, but, in the scheme of things, that instant kill is detrimental to the game as a whole. It gives someone the ability to stand alone instead of forcing them to stand together (as is the only way to get the gameplay to that state where the players of a team actually do stand together). When you break that mold, it breaks for everything. You must have consistency and strength in all areas with regard to this sense of teamwork or else the balance is lost. Teamwork becomes something you must go to great lengths to organize and provide to the game instead of something that naturally arises of the game.

In short, in a team environment, the entirety of balance is weeding out solo-players by any means necessary.

Rky's idea is appealing to me.  I like it.  Nice work.

I'm talking about heavy measures here. Scope shake should be huge when standing up, and big when crouching. Pressing select should make you prone and the scope shake should be almost inexistant. Shifting from crouch to walk should take a while, even more if the sniper rifle is a heavy one. Shifting from prone to walk should take a stuff ton of time and make a lot of noise. Best strategy would be to shift from prone>crouch>walk and then run. Breathing and heartbeat should be implemented using a small HUD on the scope.

And your idea of a light-class sniper is pretty good. Go post it in my other topic, and elaborate it some more.

I'm talking about heavy measures here. Scope shake should be huge when standing up, and big when crouching. Pressing select should make you prone and the scope shake should be almost inexistant. Shifting from crouch to walk should take a while, even more if the sniper rifle is a heavy one. Shifting from prone to walk should take a stuff ton of time and make a lot of noise. Best strategy would be to shift from prone>crouch>walk and then run. Breathing and heartbeat should be implemented using a small HUD on the scope.

And your idea of a light-class sniper is pretty good. Go post it in my other topic, and elaborate it some more.
Like I've said, increasing the investment for an extreme reward such as this is detrimental to the balance.
The reward should be brought down and the investment lowered.

Take tf2 for example, each bullet takes time to hit a target
Almost all TF2 weapons fire hitscans.

Like I've said, increasing the investment for an extreme reward such as this is detrimental to the balance.
The reward should be brought down and the investment lowered.
Furthermore, the ideas for balancing a flawed concept like the sniper are always to make it more difficult to use, more drawbacks, etc, because the developers want to preserve a style of gameplay that is flawed. Piling more onto the problem does not fix it. Go to the source.

Like I've said, increasing the investment for an extreme reward such as this is detrimental to the balance.
The reward should be brought down and the investment lowered.

Told you. Elaborate this idea in my topic.

He already elaborated it.  A 30 damage sniper is a great idea.  It forces the sniper to observe the field, and focus on finishing off players instead of outright anhiliation.

This is why I love SWAT in Halo.
Aim for the head.

Because that happens all of the time, right?  Also, it's REALLY damn hard to get a huge hit like that.

Doesn't matter it's still ridiculous and you know it.
« Last Edit: March 11, 2011, 01:54:43 AM by Lørd Tøny »

Doesn't matter it's still ridiculous and you know it.
Please, just stop trying.


Almost all TF2 weapons fire hitscans.
With a delay. Meaning, it hitscans, but the ray cast may only fire .2 seconds after you fire the gun.

With a delay. Meaning, it hitscans, but the ray cast may only fire .2 seconds after you fire the gun.
No it doesn't.  Maybe if it's lagging that happens.

I agree with marcem. In MW2, the barret takes roughly ~2 - 3 shots to the head at most to get a kill. And most of the time this would happen, I shoot a guy in the chest area, he doesn't die so i shoot him again, same thing, no death. Shot his foot, death. "Hey guys, half my torso is gone, but i got killed by getting shot in the foot!"
« Last Edit: March 12, 2011, 03:13:31 AM by Demitiri »