bloxman26
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| Joined: 27 May 2009 |
| Total Posts: 7509 |
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| 25 Apr 2014 09:11 AM |
How did we go from gun that were accurate and did significant damage to guns that have high spread and low damage?
Why do we prefer the latter?
Why has nobody switched back?
Has w3 and RCL since changed clan combat significantly from where it was a few years ago? |
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yia
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| Joined: 06 Nov 2008 |
| Total Posts: 13563 |
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| 25 Apr 2014 09:13 AM |
low damage is more skill based.
dango dango |
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bloxman26
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| Joined: 27 May 2009 |
| Total Posts: 7509 |
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| 25 Apr 2014 09:14 AM |
same can be said for high damage, no?
better be able to have a quick reaction to shoot or jump out of the way of the other guy or you're dead in an instant. |
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yia
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| Joined: 06 Nov 2008 |
| Total Posts: 13563 |
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| 25 Apr 2014 09:16 AM |
well, low damage is more skill based is the GENERAL opinion.
that's probably why we use low damage weapons.
although i prefer high damage, because it's more fun.
dango dango |
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bloxman26
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| Joined: 27 May 2009 |
| Total Posts: 7509 |
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| 25 Apr 2014 09:18 AM |
definitely is the general opinion, I agree.
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| 25 Apr 2014 09:21 AM |
reason we have fairly low damage weapons (e.g. 6-14 per shot) is because of how gameplay works in Roblox and how latency (lag) affects that.
If you have an environment where you can die in 3-4 shots, especially in Roblox, that creates a lot of stress because you usually can't even see where the guy fired from or on your screen he didn't even appear yet. In Roblox you can expect a standard latency of around ~125-150 milliseconds.
That environment causes most game designers to use lower damage shots so that it's fair and enjoyable for everyone.
-{===>SS |
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iRejected
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| Joined: 25 Jan 2014 |
| Total Posts: 667 |
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| 25 Apr 2014 09:27 AM |
low damage is more fun for meh
#reject |
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bloxman26
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| Joined: 27 May 2009 |
| Total Posts: 7509 |
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| 25 Apr 2014 09:34 AM |
good point, ss.
but that lag is only small fractions of a second. personally i feel that between somebody reveals themselves to take a shot and the time it takes for them to aim their cursor at you, you'll notice them and have a fighting chance, even if they can get 1-2 shots out of 4 to kill you.
human reaction time is I believe somewhere between 150 to 300 milliseconds iirc. so that leaves you a total of around half a second(if the place isn't a lagging piece of fecal matter) to be fighting back. a lot of the guns post-carbines fired around a shot per half a second, sometimes a little more. it's been a while since i've looked at any older weapons, so don't quote me on those numbers.
and by the way, I wan't trying to attack rcl or w3, just point out their tremendous effect on the clan world. |
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| 25 Apr 2014 09:36 AM |
The rule of thumb is; the more lag, the lesser damage per shot. If you want to make things enjoyable.
-{===>SS |
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bloxman26
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| Joined: 27 May 2009 |
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| 25 Apr 2014 09:48 AM |
im pretty biased towards the old clan world, small forts, a mix of low damage-high fire rate weapons and vice versa. one of the reasons i dont like roblox anymore.
also, i was wrong on the weapon fire rates. i looked at the guns that stroudie made for uaf back in '11
they fired faster than my previous estimates. surprisingly, most do around 15 damage, while rcl does around 10.
so to answer my own questions, im going to say that it has to do more with fort design that has made combat so different.
along with that fact that a lot of small clans were left in the dust when we swapped to larger forts, but that isn't really relevant, and I'm just ranting.
I wish I had that opinion a year ago. Maybe I could have averted a lot of wasted time of a fort that wasn't too popular in the first place. What a terrible 7 months of my life spent leading a clan.
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