[Suggestion] NC Muzzle Flash

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Prettygrayt, Nov 3, 2015.

  1. NubCannon

    Actually, many railguns, particularly ones that use the projectile as the core for an electromagnet, superheat the outermost layer of the projectile and cause a shower of sparks which often is brighter and lasts longer than the muzzle flash of a traditional rifle. the reason to suspect that the NC are using a similar type of rail gun would be that the computers to switch on and off a series of coils is extremely sensitive and expensive, and as a rebellion, it would be difficult for 95% of the NC to have a fully automatic railgun using that technology. #HAoverplayedanyway

    see here the firing of a large home made railgun: please excuse the poor language.


    so if anything, the NC6 Gauss saw should have much greater muzzle flash, as should the railjack
    • Up x 1
  2. Demigan

    1: "Dilation" means "widening", which in reference to time would mean that 1 minute takes longer in the game. "Dilution" is used to signify watering down or reducing something.
    2: And why is that? You really think that Auraxis consists out of 5 continents each smaller than a small city? You'll be hard-pressed to find any country that's smaller than PS2's "continents".
    3: Only if you assume there's no size compression
    4: Yes, but increasing the spin of the planet to easily 48 times that of earth is a bit far off.
    5: Again, only if you assume size compression isn't a thing. Even without size compression, gameplay would be seriously dumbed down if weapons have "real" muzzle velocities, which would bring PS2 to almost hitscan like gameplay. Not a good idea.
    6: I'm not talking about relativistic time dilation, I'm talking about gameplay time dilution in service of the game. So that players can experience day and night combat, and if they dislike night combat they aren't stuck with it.
    7: Again, the size compression is in service of the game. It's a representation of the playingfield, but offered to the players in such a way they can understand it. Otherwise you would be shooting at specks in the distance that the game has to signal to you, after which it has to use some kind of RNG to determine if your shots actually hit the target or not. So no, 1m isn't necessarily 1m. Just like a map can be on a different scale.
    8: Again with the time dilation? No gravity wouldn't be stupidly high because it's an artificial time dilation so that players can enjoy what is represented. They don't have to run or drive for a few hours across the terrain, they can walk the distance in minutes, if that.
    9: Why not? You made a reply, why shouldn't someone else make a reply?
    10: eh, ok

    11: Current Gauss does that, but we haven't weaponized it in a way that's small enough to be used for infantry, and while there's theories about the ability to launch multiple projectiles while the previous one is still being launched it's all theory still. We don't know what we'll fill those electromagnets with in the future. Unless you've been there?
    12: Yes, why don't you? Time dilation for a shorter day/night cycle... Jeez. Also how couldn't you pick up on the idea that I'm talking about gamified time dilution, rather than pure physics? I mean the whole size compression should have tipped you off because there's only one way to do that: With a representation like we do on maps. But even that goes over your head. "but they obviously say 1m!" I can hear you scream. Well what would you think if the game showed the actual distances? The players would go nuts! "Omg, I'm 70m tall!", "Why can I run at 50km/h?". Because most players don't bother with trying to explain why something is happening in the game, or like you they ignore the connections that time dilution and size compression have and what it means. Players think "I can rebuild my body on a whim if I die? Cool!". No questions, no need for reasons. "Day and night quickly change within an hour? Nice now I can fight in during different times!". They don't need, nor want, to know why the day and night change so fast or why an entire continent is a mere 10KM across at it's widest point.
  3. The Shady Engineer

    End of the day, it's a video game and weapons have to be balanced. Using real world velocities in a 10km continent, like Demigan said, would be pretty game breaking. Planetside is not realistic when it comes to bullet velocities but it is authentic and believable. Generally speaking gauss weapons shoot faster than plasma accelerators which in turn shoot faster than standard chemical powder propelled cycler bullets. In the few cases NC gauss guns have slow velocities than other faction analogues, they do more damage per bullet. So you can say the projectile mass is larger therefore velocity is slower. Believable enough for suspension of disbelief to kick in.

    1000 m/s in this game where infantry renders in at 300 meters is borderline hitscan. 2000 m/s IS hitscan.
    • Up x 1
  4. Raun Paru

    Having 800m/s velocities on a 10km playable zone is not game breaking. Many games (typically tactical shooters but also the Battlefield Series) employ somewhat decent projectile velocities in anywhere from 2km to 8km maps.
  5. The Shady Engineer

    The entire continent is 10km but render range for infantry is 300m. Much closer than that when fights get larger than 48vs48. Hell, I've been in biolab fights that re rendered every 20 or so meters.

    High velocities would be fine in 10km, they're game breaking at >300m.
    • Up x 1
  6. Eternaloptimist

    I see where you're coming from but if I remember my physics lessons correctly there is friction i.e. exchange of kinetic energy between a fast moving (i.e. high energy) projectile and the surrounding air. That energy imparted to the air is dissipated via heat and light. Sound, on the other hand, is air rushing back into the vacuum caused when the projectile displaces the air it passes through.

    Apart from that, removing muzzle flash from NC weapons is potentially a game breaking advantage.
  7. ColonelChingles

    I don't quite agree. Plenty of firefights in ARMA can take place at under 300m, and bullets there travel significantly faster. ARMA combat is hardly broken.

    There will just be a shift in emphasis on the type of skill needed. Instead of marksmanship, tactics and positioning become more important. Making use of terrain is more critical if it is easier for the enemy to hit you. Things like that.
  8. The Shady Engineer

    Velocity plays a huge role in the relationship between cqc and mid-long range weapons. Velocity is the only reason I ever pick an AMC over say the Lynx for ranged fights.

    Now when one fires at 420 (with SPA) m/s and the other at almost 600 m/s (with HVA), that's a huge difference. If Lynx fired at say 1000 m/s and AMC at 1500 m/s, that's still a large difference but lets be real for a moment, we aren't shooting each other at 300 meters out in Planetside unless we're using sniper rifles. The damage models, recoil and cof make TTK at range so insanely high that your target is beyond incompetent if they can't reach cover before you kill them.

    So that leaves realistic fighting ranges within 100-ish meters for anyone not using a bolt rifle. At those distances the difference between 1000 m/s and 1500 m/s is zero as both velocity are well within hitscan range. Makes long range weapons somewhat obsolete.
  9. Vanguard=skycancer

    I am a necromancer! :p
    "it's alive!" frankenstein
  10. Vanguard=skycancer

    do the NC shoot bigger bullets to do more dmg?
  11. ColonelChingles

    That's just because weapon traits in PS2 are balanced rather poorly.

    IRL, what's the difference between an M4 carbine and an M16 rifle that makes the carbine preferable when clearing rooms or a rifle preferable for long-range shooting? Sure there's a velocity difference, but not a terribly significant one (it's less than 100m/s). But a carbine is much more handy in tighter spaces and is easier to manipulate and point. A rifle is generally more accurate and experiences less felt recoil, though begins to get awkward at close quarters.

    We have some of these differences in PS2, but they are made minor compared to other balancing traits. Recoil has mostly been replaced with the CoF mechanic, which in itself makes for sloppy shooting. Mechanical accuracy is not terribly different, and there's no sense at all that a firearm has any weight. You can move a heavy LMG just as easily as a pistol.

    Some of the best shooters I've played, like ARMA or STALKER, implement gunplay that is both realistic and engaging. Other games, like Borderlands, adopt a much more arcadey form of shooting that isn't anywhere near as fun. Sadly, PS2 is far closer to the run-and-gun games than games where aiming and tactics are truly valuable skills.
  12. entity009

    The saw is a hybrid between mag and ballistic. Most NC weaponry is magnetically enhanced but not entirely magnetic.

    Lore has it that VS is all alien tech, NC uses hybrid tech and TR uses teran tech