Del Poncho wrote: ↑Mon Mar 04, 2019 4:12 pm
Well to be honest that's one of the best reason to implement something in a game like SFD [...]
Not really, no. This mentality brought you weapons like the wrench, the hammer, the pipe, the baton, the .45 pistol, the revolver, the MP50, the riot shotgun, and the silenced weapon equivalents - all superior/inferior models of existing weaponry. Some look and sound cool but only serve as placeholders until better weaponry can be obtained (sometimes just the "original" model), some have replaced the original in being a good weapon candidate and the original now serves as placeholder itself. Having placeholder weapons is never fun.
FPS games (PUBG comes to mind as having a large weapon selection) have the added benefit of introducing different recoil patterns (weapon kick, screenshake, muzzle flash) making some weapons handle in an entirely different fashion to others, albeit having near-similar stats. This makes some weaker weapons (say, the Vector or the Thompson) better choices than some stronger ones (say, the Mk47 Mutant or the M762) in some cases. Furthermore, the many attachments allow you to compensate for some weapons' weaknesses by lowering screenshake (foregrips), stabilizing weapon kick (compensators), or eliminating muzzle flash (suppressors). You can also modify weapons to be close or long range with different scopes, couple that with a fire selector and you're allowing two of the same weapon to have two vastly different roles if set up differently.
You can take Dying Light (the original) as an example of a game with a good melee weapon system, where it allows you to attach different mods to weaker weapons to have them also serve different roles. Want this shitty baseball bat to be your stun gun? Add a battery and some wire to run electricity through it. Want this rebar to be your armor-piercing weapon? Add razor blades onto it to apply bleed damage. You can have ordinary melee weapons poison or set enemies ablaze, which is a pretty cool feature to have. Weapons can have different heavy attacks or specials. I don't exactly remember all the things you could do or in which exact fashion, but you do get the idea.
SFD has very little of that at the moment, but it could have more. All the automatic ranged weapons have the exact same firerate; you can toy with that as you see fit. Merely allowing the weapons to be fired at different rates will be enough to make a big difference. You can also have a working recoil system in which the cone of fire goes bigger the longer you fire (the way Soldat does it). Then have different weapons have different speeds in which the spread increases, effectively deciding how well you could handle them - making one weapon either be better at close range (fast fire-rate and low cone-of-fire increase, good at spraying) or better at long range (low fire-rate and high cone-of-fire increase, forcing you to "tap"). You can introduce multiple weapons that are semi, or auto, or a 2-rnd-burst, or a 3-rnd-burst, or a 5-rnd-burst. You can have weapon be more/less effective at destroying cover (simulating different ammunition calibres), or have weapons pass through multiple pieces of cover/fighters without destroying them.
All of these combined will make for a more robust game.
Then you can start introducing more weapons that are similar to one another stat-wise. All you will then need to do is change the fire-rate/spread cone/fire mode and you're all set. But the way this currently works? Don't really see the point. The thing I like most about having many weapons do the same thing is modability - now that there are two SMGs I can both make a UMP texture and a Vector texture, without having to compromise. That's one neat aspect of these additions I do have to admit. I'd like to have another AR and another SMG if I'm going to create a good modern weapon pack, but other than that the game has no need more of the same stuff.
If we're adding more melee weapons at least have them do different things. A scythe that has a different move-set, a rapier that allows you to attack automatically if you block a hit (a parry of sorts), a spiked rebar that damages the opponent if you block their fist hits, I don't know. Maybe each weapon could have a different 3rd hit if combo'd perfectly? Definitely not more of what we currently have, though. We have a shock baton which lets you get a few more hits in when it is activated, a baseball bat which can launch projectiles farther, a chainsaw which stun-locks opponents, a knife which deals high damage when thrown, a chain which is longer than other weapons and IIRC the fireaxe/hammer allow you to destroy cover more easily. The rest of the weapons have no real secondary purpose.
Give the weapons unique abilities to make them different from one another - swing rate is the first thing that comes to mind, different moves, have them incur debuffs - otherwise just don't add them.