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game weapon balance

Chris Pilkington edited this page Jan 4, 2024 · 3 revisions

Balancing Sniper Rifles

https://gamedev.stackexchange.com/questions/118201/how-can-i-discourage-camping-while-still-supporting-a-sniper-style-of-play

General

  • Sniper load out has only a pistol as secondary weapon
  • Slower reload time
  • Slower movement when using the scope
  • Limited clip size and number
  • Damage - Head shots instance kill, otherwise requires multiple hits
  • Bullet drop, coriolis effect, cross winds
  • Sniper rifle is noisy which gives some indication of where the sniper is
  • Sniper rifle scope glint when the sniper is aiming at a player and the player is looking in their general direction
  • Laser sight that every can see that shows exactly where the sniper is aiming
  • Birds that fly out of the grass or off buildings when they hear a sniper shot, pigs/sheep/cows etc. could also run away
  • Smoke or air distortion trail that shows where the shot came from
  • Throw grenades, napalm, flash bangs, and smoke grenades to distract or provide cover
  • A rocket launcher class could pop up, "fire and forget" to hit a sniper without being shot
  • Make sniper rifle less accurate from a standing position, more accurate crouched, most accurate fully lying down
  • Use DOF to show only far away things as in focus, blurring everything closer
  • Force snipers to sling/unsling weapon (takes a few seconds) between running and firing
  • Rifles weight more, so running speed is slower
  • Aiming for every weapon gets worse when low on health
  • Make accuracy start from say 50% when first scoped, after 2 seconds or so the sniper is relaxed accuracy climbs to 100%, after say 1 minute the sniper gets fatigued and requires doing something else for a bit with a cool down to recover, if you stay zoomed in you start wobbling wildly and gasp
  • Bonus points for sticking with your team, who presumably are moving around acheiving objectives

Blunt

  • Breakable guard towers, or even boarded up windows on a building where the boards can be shot out, exposing the sniper
  • Design levels with multiple alternative routes to sniper spots, and alternative objectives so you don't even have to go near the sniper
  • Add clutter, cars, rocks, walls, long grass that other players can use as cover to advance on a sniper
  • Move the current objectives or the frontline or have the team cycle through a series of objectives so the sniper cannot stay in one position for long, they either have to move forward or retreat to keep up with where the frontline moves to
  • If a player doesn't move for long enough broadcast their position and set them on fire, give them a points penalty or stop them shooting for 5 seconds
  • Every time a sniper shoots or is spotted set a 20 second timer to air strike, artillery or mortar that area
  • Get less points for a sniper kill, ie. only half a point, 1 point for other weapons, 2 points for a pistol, 3 points for a knife?
  • Reduce the number of players that can be a sniper on each team? Could set limits for all classes
  • Team Fortress 2 Spy is like an anti-camping character: Uses invisibility and disguises to infiltrate into enemy territory, kills instantly when stabbing their victim from behind

Encourage Movement

  • Players leave dog tags when they die, which the other team can pick up for a bonus?
  • Ammo/health/shields/etc. spawn far away from good sniping positions, encouraging movement

Other

  • Kill cams show who killed you and where they are so you can get revenge on a sniper or flank them

Pistol Balancing

https://www.youtube.com/watch?v=rEOOFs485jU

  • Allow medic to shoot their pistol while dragging injured players to safety
  • Allow shooting while recovering the bomb
  • Could hold a shield, knife, torch, GPS in the other hand
  • Allow dual wielding?
  • Shoot pistol while driving
  • Make other guns tire the player out quicker, 3.5 Kg rifle vs 0.7 Kg pistol.
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