Weapon attachment bonuses are misleading due to increasing weapon volume lowering the weapons performance #2049
Replies: 4 comments
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High volume doesn't reduce aim speed by a flat or scaled amount, but rather adds a cap on aim speed. This makes it rather hard to understand without reading the source code for it. Here's the exact math: A really good character, with 12 dex, 10 skill, underbarrel laser sight, for a total of 33 aim speed (43 with pistols, 32 with rifles), would need a 900ml rifle, a 525ml pistol, or a 1.2L non-pistol-non-rifle gun to avoid the cap. Now that I did the math, it looks like it never really worked and just hid that fact well enough. This is what happens when important features aren't backed up by hard math on in-game examples. Also when players are unaware of what is happening under the hood because UI doesn't say enough.
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Could also add more properties display to gunmods. Right now I think it only shows handling bonus, I'd hope it could show all the affected stats |
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If you google marine battle rifle, you'll see the M27 Infantry Automatic Rifle. Look at the attachments on it, and then think about how quickly a skilled operator can acquire targets with such a weapon. For an even more extreme example, check out the Navy Seal's M4A1, with all the attachments that might be needed for an operation, and think about how fast a skilled user could acquire targets with it. |
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fixed by #3820 |
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Is your feature request related to a problem? Please describe.
Most weapon attachments in the game are useless or actively detrimental to the player.
They are for the most part still using their original values for buffs/debuffs.
This would be fine, but at some point weapon volume increase started to affect weapon performance in a detrimental way, causing them to be slower to aim with for example.
Those debuffs eat up any advantages the weapon mods offer in many cases, oftentimes even causing weapon attachments to be actively detrimental to the weapons performance when used.
Describe the solution you'd like
Remove the detriments to weapon stats introduced by the volume gain of the weapon when a mod is attached, it serves no real purpose as attachments can already be given negative stats directly, without having to tiptoe around some obscure blackbox mechanic in the background affecting stats further.
Describe alternatives you've considered
Fix all weapon mods manually, either by changing their stats so they take the volume debuffs into consideration, or setting their internal volume to 0 so they work as intended.
This however would carry the problem that modded attachments will not be affected by that change and not every modder may be aware of that mechanic to begin with
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