Dark Forge Gaming

Suggestion - CW 2.0 Change (Shortened Version)

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This is a more concise version of the M9K vs CW 2.0 thread which can be found here
So for this one, I'm just gonna quickly run down the points with general details since I know ALOT of people struggle to read large paragraphs.
For those that want more specific and detailed information, go to the link provided.
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M9K Counter-Points

1) Terrible Weapon Statistics - Fixed accuracies, very RNG at long range, overpowered insta-kill weapons like the Double Barrel Shotgun.

2) Retarded Weapon Meta - Unorthodox weapons like the Double-Barrel outclass modern shotguns like the Remington 870 or weapons with high capacities and rates of fire outclass other weapons such as the KRISS Vector over the M4A1.

3) Crappy Animations and Models - Models look ported for the most part and animations are painfully simplified. Also somewhat buggy as aiming down sights, sprinting and moving creates a whole host of jittery and malfunctioning animations.

4) Quantity over Quality - Sure, there's lots of guns but nobody is ever going to touch them since the best guns are the ones with large capacity, fire rate or damage. Majority of guns aren't even implemented into the server nor would they be any relevant when weapons like the Double Barrel make other shotguns redundant, the KRISS Vector makes SMGs redundant and light machine guns make literally every assault rifle redundant.

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CW 2.0 Points

1) Fun and Realistic Balance - Weapons are not necessarily better than others, becomes a game of who has better game sense and aim, less so than broken weapon cheesing. Also accurately depicts real life usage and versatility such as the AR-15 without affecting gameplay.

2) Weapons can be Customized - Obviously in the name, weapons can be changed to the player's liking and can tool them to fit their playstyle accordingly

3) All Good, Not Bad but Different - Each weapon is viable in their own way, as they excel in specific situations such as CQC or long ranged encounters but has to sacrifice to compensate. Example, Light Machine Guns favor medium ranged combat, SMGs favor close ranged combat and assault rifles favor any range. Customization also allows players to adjust to how they play, be it aggressive or passive and can focus on playing to their weapon's statistics rather than using it as a crutch like M9k.

4) One weapon, can become more weapons - Thanks to Customization, you can turn many guns, specifically the AR-15 and AK74, into different guns and make them function for the situation you want or need. For example the AK still functions as a decent assault rifle, but can become the dragunov sniper rifle, the pseudo light machine gun RPK, or even a close ranged PDW AK74u. Saving space by removing weapons that would need to be implemented separately and decrease download times for players, as well as lessen the clutter for menus of Gun Dealers.

5) CW 2.0 are like Battlefield 4 Weapons - Just like Battlefield 4, the guns ooze with style and uniqueness, and unlike competition, they are viable and work just as you'd expect in Battlefield 4. The whole attachment system and combat mechanics faithfully and likely unintentionally recreates the stylistic and gameplay of Battlefield with it's skill-based combat and relative weapon category accuracy to real life use. Making it feel like the real deal and still makes combat fun and very satisfying.

6) Nothing is fixed - Everything that the gun is labelled to do can change drastically. Accuracy isn't static and will change depending on several factors like if you're crouching, moving or jumping, as well as if you're burst/tap firing or full automatic spraying. This gives the players more consistent and better control over combat as players who tap or burst will have better accuracy at range, while spraying becomes a gamble if you do everything to make yourself as inaccurate as possible. Damage, rate of fire and even the overall spread of the weapon during sustained or controlled fire can change with player usage and attachments. This makes the combat system go into the hands of the player, as how the player handles and uses their gun is not only more consistent, but it also makes it very skill-based than lucky RNG.
I already added it 

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