Splash Damage,
Further to my Weapon Shield Redux thread, I thought I'd also post here on hope that your folks would manage at least one more Brink update considering your workload and the game's waning popularity.
First, a bit of background on my play style. I am foremost an AR user. You should know that in terms of number, I and those like me are in the minority in the average Brink match, and virtually nonexistent in an average competition-level match where the small machine gun reigns supreme in terms of effect and popularity. That isn't to say that the automatic rifles aren't forces to be reckoned with; they are still quite effective and more still since the last update. There are however instances where the AR is clearly outclassed, and yes, those instances are generally in situations where other weapons are supposed to fare better; i.e., in close quarters and extreme distances.
All I ask for is a minor incentive on an AR attachment (Weapon Shield) that seems to provide a very small benefit considering its enormous impact on a rifle's equip speed. There are several ideas I could propose to even things a bit when it's equipped, however, you're the experts and you are best equipped to dictate whether the things I propose are feasible and mesh with Brink's overall combat mechanic.
Keeping things simple, here are two ideas:
- Slightly increase the protective capability of the weapon shield by slightly reducing the effect of center mass damage. In other words, an opponent's weapon that has a, say, 1.0 center mass multiplier should be reduced five to ten percent against a shield-equipped player -- to 0.95 or 90. Is this too much of a reduction?
- Grant shield users a percentage-based immunity or reduced knockdown effect from launched grenades. Grenade damage should still apply but reduced only slightly. This would help mitigate the tube-first-fire-second technique from AR players who abuse the underslung grenade launcher to first knock a player off his feet in a firefight, and will serve to even the odds against that tactic.
And now a bit of explanation on my aims. I am not looking to snuff out the superiority of other weapon classes that should be expected to fare better against an AR in a given situation. Yes, an SMG should ruin the day of any AR user in close quarters under ordinary circumstances, just as a shotgun should mangle both AR and SMG users in extreme close quarters. The things I suggest would not only reasonably close the gap somewhat for AR users that choose the shield as an attachment as a defense against certain weapons, but would help offset the primary drawback of severely reduced equip speed and provide somewhat more of an incentive for people to choose the middling style characteristic of an automatic rifle. I suspect weapon shield use is virtually nonexistent online because most have a hard time figuring out exactly what it does, or they see little if any return after equipping it.
The shield is a great idea in theory, but it can be better. In every review I've read that describes the weapon shield, nearly everyone found it difficult to explain precisely what it does aside from the stock "take cover from enemy fire and prevent headshot bonus damage behind riot-style shields." I am suggesting a improvement in the shield that can be felt enough to be described, so that threads attempting to flesh out exactly what its effect are aren't created and/or rehashed.
Thanks,
Redtail (Steam, 'RT1')
Bookmarks