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Work on a set of weapons to replace the current ones.
Some of them (AWP, Glock) are good, and don't need changing, but some categories are lacking (no auto-shotgun), some weapons are bad (SCAR-20 is barely customisable).

I suggest a multi-step plan.
1. See what weapons we currently have, categorise them.
2. See what weapons should be removed and replaced.
3. See which categories are lacking, and include weapons in those categories.
4. Pass over to suggestions / community input for confirmation of changes.
5. Implement, or go back to 2.

Why?
Some of the weapons are stale.
Some are straight up bad.

This gives us an opportunity to remove bad weapons, refresh others and most importantly, allows chance for a full rebalancing.
Thank you for your suggestion, Doctor Internet!

It will take a while for it to be reviewed by our staff-members.
Meanwhile, expect some nice feedback from our community.
We really don't need an auto-shotty, if there is a better version of SCAR-20 then change to that sure.
(Mar 5, 2021, 06:14 PM)Project Wrote: [ -> ]We really don't need an auto-shotty, if there is a better version of SCAR-20 then change to that sure.

There's a lack of historical weapons.
There's little in the way of semi-auto rifles (aside from the AR).
Half the weapons have poor world models.

I'm not intending for this game to end up like Payday, where we just chuck up a new bundle of weapons whenever we get bored, but still, there's been no bar, and whilst most are overall okay, some lack in specific areas, and the set as a whole also lacks.
While I am in support of reviewing our current lineup and maybe adding a bit of variety, I don't see how historical weapons would add to either passive or aggressive roleplay in a meaningful way. Also it was my understanding that the world models are low quality intentionally as to optimize fps impact.

I think there should be a focus on systems that interact with weapons rather than weapons themselves.

For example:
Injuries or/and body part specific injuries that require specific treatment
Bleeding
Breaking bones (not being able to hold guns or not being able to run)
Shooting out a tire or an engine
(Mar 5, 2021, 11:29 PM)Project Wrote: [ -> ]While I am in support of reviewing our current lineup and maybe adding a bit of variety, I don't see how historical weapons would add to either passive or aggressive roleplay in a meaningful way.
It's an example of a niche under-filled.
As I said in the OP, that also provides a balancing opportunity.

(Mar 5, 2021, 11:29 PM)Project Wrote: [ -> ]Also it was my understanding that the world models are low quality intentionally as to optimize fps impact.
Then why do we have the M1911, Mac 11, M14, etc, which all have high quality models?

(Mar 5, 2021, 11:29 PM)Project Wrote: [ -> ]I think there should be a focus on systems that interact with weapons rather than weapons themselves.

For example:
Injuries or/and body part specific injuries that require specific treatment
Bleeding
Breaking bones (not being able to hold guns or not being able to run)
Shooting out a tire or an engine
Okay, that's great Project. That's a massive scaling of complexity, and should be made in a different suggestion.
Why don't you just use M9Ks world models and implement them for the world? You have your packs
(Mar 6, 2021, 07:57 PM)Zambie ^‿^ Wrote: [ -> ]Why don't you just use M9Ks world models and implement them for the world? You have your packs

It's for sure an option to look into.
However, I'd prefer opening the possibility to remove / add / replace things, to ensure an overall balanced experience, with uses for all things, not just adding some models and saying "all good".
7 votes, all +support, moving for staff review.
Approved.