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  • A thought out idea on guns.
  •  

    Having played AoS since the first beta, I have a few good ideas on what would fit well into the game guns wise.

    1- Semi Auto

    Current gun. Keep the same damage values as per.

    2- SMG

    Should be used to take down structures and dominate CBQ.
    Currently the damage per bullet is to low for it to be a good trade off with the recoil.
    Easy fix? Headshots do 50 damage, 20 to the body. Same damage should be kept against blocks.

    3- Shotgun

    Fires a burst of 8 pellets that fade off half screen. Each pellet does 20 damage, no recoil but takes 1.5 seconds to pump the next shot.

    This would serve well as the king of breaching and clearing at short ranges.

    4- Burst fire gun

    Im not sure if this would be balanced, But heres my suggestion for a marksman rifle.

    Each bullet does 25 damage, with 3 round bursts. There is a 2 second delay between the bursts and the gun has 30 bullets in a clip. The gun would do 50 damage as a head shot.

    [One hit bursts would be do-able if all shots connected with one hitting the head.]

    Now the way the recoil would work would be;

    Crouching, not moving; Almost no recoil, all bullets in the burst more or less go straight.

    Standing, not moving; A little bit of recoil, imagine a 1 block big area of recoil, veritcal only.

    Crouching, moving; Smaller recoil than standing and not moving, but the gun has random recoil both vertical and horizontal.

    Standing, moving; Large recoil in both directions, (1.5 blocks)

    This would make it ideal for defending, and give the edge to all the other guns in any situation but when on defence.

    Lastly a universal gun;

    5. The pistol.

    20 damage to the body, 50 to the head. 8 round clip, small recoil, 0.5 hardcode time in between shots, fast pull out time.

    All classes would have this, it would serve as a last resort for when you need to reload, or as a weapon to take out targets outside your range while using the shotgun/smg. Think the pistol from TF2 and your on the right track.

    What do you guys think?

    #38216
    Deuce_Nukem
    Member
    Posted 14 years ago
     

    questions
    1. How do you get said guns pick them up or class?
    2. Ease of aiming?
    3. Ammo for each?

    Other than that good post

    #38229
    IncitedEmoticon
    Member
    Posted 14 years ago
     

    1. As it is now, on spawn you choose which gun you want to load out with. So 1 for semi, 2 for smg. Ect.

    2. Semi and SMG would remain unchanged.

    Shotgun - No movement costs to aim
    Burst - See above.
    Pistol - No movement costs to aim, same accuracy as the semi auto rifle but you cant use the iron sights.

    3.
    Shotgun - 4/28. Indivual round reload, very slow.
    Burst gun - 30/120. Same as the SMG.
    Pistol - 8/40. Fast reload.

    #38234
    Deuce_Nukem
    Member
    Posted 14 years ago
     

    Do want pistol, shotgun is maybe to much damage? I don't know.

    #38239
    masteracee
    Member
    Posted 14 years ago
     

    It would have a long time inbetween shots (Think roughly about half a second longer than the semi) and its range would only be half fog, the bursts would be quite spread out too, probally taking 2 shots to kill anyone that isnt point blank. Maybe make it so the spread of the pellets are lessened if you aim down sights?

    #38246
    Deuce_Nukem
    Member
    Posted 14 years ago
     

    Yeah and by crouching of course.

    #38247
    masteracee
    Member
    Posted 14 years ago
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