Butterrobber202 Posted February 22, 2024 Posted February 22, 2024 (edited) Do you know what the best weapon for CQC currently is? An esword? Perhaps a fire axe? A spear with a bomb strapped to it? Wrong! Its currently any loaded gun. Guns do extra damage at close range and (as far as I am aware) can not miss at point blank, even if you are burst firing or mag dumping. I personally think it is silly that our characters can't really do anything to counter a barrel being pointed at their guts besides spam disarm and hope to get lucky. So, my suggestion is this: make point-blanking situational and dangerous to use mid-fight. Point Blanking Works As-is in the following situations: Your target is unarmed/handcuffed. Your target is horizontal on the ground. Point Blanking changes like this: If your target is armed with any item above normal-sized, they have a % chance to hit your gun with that object and move the barrel off-target, forcing a miss. Ideally, with the incoming skill re-work, this % can be controlled by that so Chefs are not ninjas with a rolling pin. Until then, just make it a flat chance so Officers/Antags have to stay back to get shots off. unless they want the extra point-blank damage and want to fish for it. If your target is using a personal shield point blanking may reflect the shot back at you. Edited February 22, 2024 by Butterrobber202 2 Quote
Carver Posted February 22, 2024 Posted February 22, 2024 Fortunately, the comical damage bonus appears to have been removed so you needn't really worry about that unless my search-fu failed and it got reverted at some point. I'd rather just see guns heavily lose accuracy in melee at a baseline rather than gain it; outside of maybe a couple of 'surprise guns' (sawn-off shotgun, derringer), incapacitated people and obviously hostages in neckgrabs. Previously guns in melee were balanced because disarming was actually very good at living up to it's name. Your present suggestion leaves any and all unarmed builds behind, which would be very disappointing. Quote
Butterrobber202 Posted February 22, 2024 Author Posted February 22, 2024 1 minute ago, Carver said: Fortunately, the comical damage bonus appears to have been removed so you needn't really worry about that unless my search-fu failed and it got reverted at some point. I'd rather just see guns heavily lose accuracy in melee at a baseline rather than gain it; outside of maybe a couple of 'surprise guns' (sawn-off shotgun, derringer), incapacitated people and obviously hostages in neckgrabs. Previously guns in melee were balanced because disarming was actually very good at living up to it's name. Your present suggestion leaves any and all unarmed builds behind, which would be very disappointing. I'm absolutely open to other suggestions, I just wanted to bring attention to the gameplay and see if something could be done. I do agree that small, "surprise" weapons should remain accurate. 1 Quote
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