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Combat Thread - General

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xer21

xer21

Forum veteran
#461
Jun 19, 2018
Suhiira said:
What balance?
It's a single-player non PvP game.
Click to expand...
Balance applies to all games.


If youre going to make one option substantially worse as a replacement mechanic theres no point of it even existing.
 
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Suhiira

Suhiira

Forum veteran
#462
Jun 19, 2018
xer21 said:
Balance applies to all games.
If youre going to make one option substantially worse as a replacement mechanic theres no point of it even existing
Click to expand...
And the option to use character skill based RPG mechanics for combat is worse then player based FPS mechanics how?
 
BeltOfScotch

BeltOfScotch

Rookie
#463
Jun 19, 2018
So I'm hoping that CDPR will go above and beyond creating unique weapons befitting a cyberpunk setting. What unique guns would you like to see implemented?
I just finished watching Altered Carbon last night, and thought the pistol that magnetically retrieves its bullet (or the Phillips Squeeze Gun if you're a fan of the book) would be amazing in the game. Of course a Dredd's Lawgiver or something similar would be an outstanding addition also.
 
HellKnightX88

HellKnightX88

Forum veteran
#464
Jun 19, 2018
Pump action shotguns... when done right they're so satsifying to use: high risk high reward, they send people flying, blow off limbs. Fun for the entire family!
 
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BeltOfScotch

BeltOfScotch

Rookie
#465
Jun 19, 2018
HellKnightX88 said:
Pump action shotguns... when done right they're so satsifying to use: high risk high reward, they send people flying, blow off limbs. Fun for the entire family!
Click to expand...
Definitely! I want Robocop levels of limb destruction.
 
Tree_Fox

Tree_Fox

Forum regular
#466
Jun 19, 2018
Suhiira said:
"I'm right, convince me I'm not."
Click to expand...
CyberPunk 2077 is an action oriented game. Change My Mind.
 
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lelxrv

lelxrv

Forum veteran
#467
Jun 19, 2018
Uzi nein milimeedah
 
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Mobilemux

Mobilemux

Rookie
#468
Jun 19, 2018
I went through the trailer frame by frame and found quite a few neat looking lead pushers:

First we have what I'm predicting to be the most OP gun in the game, the Toy VR Gun!


A simple looking pistol which belongs to who I assume is Jackie:


The Holstered Revolver owned by the Cowboy in the bar:


Some of the pistols from the trailer:




Double Barrel Shotgun held by the Hillbilly:


The Militech Rifle:



I don't know what kind of gun this is, but it seems to be a shotgun based on the punch it packed:


The Stash in the Cab:


A Trauma team gun which I assume is some kind of SMG:


An AK-47/MP5 looking rifle held by Lizzy Wizzy's body guards:


No idea what kind of gun this is, but held by the guy watching those people play basketball:


Finally the massive Militech machine gun:

The same Machine gun seems to used as a mounted turret as well:


What I'm hoping for though is that the weapons actually feel like they pack a punch, too many guns in FPS games nowadays feel so weak.
 
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Tree_Fox

Tree_Fox

Forum regular
#469
Jun 19, 2018
Gimme that loud'n'proud arm mounted missle launcher!
 
Mauziks

Mauziks

Rookie
#470
Jun 19, 2018
HellKnightX88 said:
Pump action shotguns... when done right they're so satsifying to use: high risk high reward, they send people flying, blow off limbs. Fun for the entire family!
Click to expand...
Hell yeah
 
kofeiiniturpa

kofeiiniturpa

Mentor
#471
Jun 19, 2018
Suhiira said:
And the option to use character skill based RPG mechanics for combat is worse then player based FPS mechanics how?
Click to expand...
It's not, of course. It's just different.

There are some basic mechanics already present in the E3 build for what we're asking in the "enemyseeking" bullets of the smart guns. Tweaking that mechanism for an umbrella toggle for all guns (i.e. ironsights/zoom-in-aim can be replaced with press-and-hold target lock), or tweaking those smart guns to work as per character ability and be available from the start should be plenty consistent and not "worse" than anything else there.
 
Last edited: Jun 19, 2018
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HellKnightX88

HellKnightX88

Forum veteran
#472
Jun 19, 2018
@Mobilemux
Some of those remind me of things I've seen in the Chromebooks, I'll try to see if I can find their names later today. I know Sard (or was it TheMadQueen on YT?) told us some of the names for these.
 
RedOwl3

RedOwl3

Forum regular
#473
Jun 19, 2018
Mobilemux said:
Click to expand...
Heavy pistol ? Colt Model AMT 2000 ?
 
Garrison72

Garrison72

Mentor
#474
Jun 19, 2018
Pretty happy with the gun designs so far. They've kept them fairly grounded.
 
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4meg

4meg

Wordrunner
#475
Jun 19, 2018
Suhiira said:
This post is directed at no one in particular but several recent comments.

I'm more then happy to discuss anything with anyone anytime. But if your post is basically "I'm right, convince me I'm not." I'm not going to waste everyone's time (yours and mine included) trying to. Make a point and we'll discuss it. Otherwise don't expect a reply.
Click to expand...
But what if I am right?
 
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xer21

xer21

Forum veteran
#476
Jun 19, 2018
kofeiiniturpa said:
Tweaking that mechanism for an umbrella toggle for all guns (i.e. ironsights/zoom-in-aim can be replaced with press-and-hold target lock),.
Click to expand...
Yeah a toggled aimbot. I really see THAT going over well :unsure::unsure:
 
kofeiiniturpa

kofeiiniturpa

Mentor
#477
Jun 19, 2018
xer21 said:
Yeah a toggled aimbot. I really see THAT going over well :unsure::unsure:
Click to expand...
Use your imagination. I remember some older shooters had an on/off options menu toggle for aim-assist, some newer games have had toggles for iron sights yes/no. The aimbot is already there in the game with the smart guns, the question is how it could be used in a more systemically (skills and stats) engaging and interesting manner than automatic seek-and-hit-bullet mechanic.
 
Last edited: Jun 19, 2018
4meg

4meg

Wordrunner
#478
Jun 19, 2018
Well, if one option was for strict rpg style firing with stats, skills, bonuses, and restrictions applied, for both target and shooter, that would appeal to some people. The other option would be twitch based and rely on a player's mouse skill.
 
xer21

xer21

Forum veteran
#479
Jun 19, 2018
kofeiiniturpa said:
Use your imagination. I remember some older shooters had an on/off options menu toggle for aim-assist, some newer games have had toggles for iron sights yes/no. The aimbot is already there in the game with the smart guns, the question is how it could be used in a more systemically (skills and stats) engaging and interesting manner than automatic seek-and-hit-bullet mechanic.
Click to expand...
They already said it would be a class of weapons. Applying it to all the other guns too would force them to have to rework all the balancing with that in mind. It makes smart guns as a weapon class irrelevant.


And what games had toggle iron sights? And ive literally seen ONE pc shooter with toggled aim assist (that wasnt restricted to controllers) and that was also the laziest port ever made in Bulletstorm.
 
Snowflakez

Snowflakez

Forum veteran
#480
Jun 19, 2018
xer21 said:
They already said it would be a class of weapons. Applying it to all the other guns too would force them to have to rework all the balancing with that in mind. It makes smart guns as a weapon class irrelevant.


And what games had toggle iron sights? And ive literally seen ONE pc shooter with toggled aim assist (that wasnt restricted to controllers) and that was also the laziest port ever made in Bulletstorm.
Click to expand...
I'm not sure you understand the difference between aim assist and homing bullets.
 
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