FPS Gunplay. Way too much weapons switching

They could use accuracy to scale difficulty and reward skill. Like the Borg shields from Star Trek. You kill quickly with head shots on shields with kinetic weapons, but hit the shield too often with body shots and the shield becomes attuned and thus stronger, resulting in having to switch to a laser weapon. This way there is a skill window. Tougher NPCs can close this window more quickly to increase difficulty.

You could also have Engineering make weapons far more powerful so reduce the TTK considerably, but as this weapon power increases, the targets suits can attune more quickly (due to the weapon having a easy to identify signature from it's unique engineering).

With these approaches skill is rewarded via accuracy, and low skill punished; but not overly so. Engineering gives increased power rewards but with a skill requirement to balance power creep.
 
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They could use accuracy to scale difficulty and reward skill. Like the Borg shields from Star Trek. You kill quickly with head shots on shields with kinetic weapons, but hit the shield too often with body shots and the shield becomes attuned and thus stronger, resulting in having to switch to a laser weapon. This way there is a skill window. Tougher NPCs can close this window more quickly to increase difficulty.

You could also have Engineering make weapons far more powerful so reduce the TTK considerably, but as this weapon power increases the targets suits can attune more quickly (due to the weapon having a easy to identify signature from it's unique engineering).

With these approaches skill is rewarded via accuracy, and low skill punished and engineering gives rewards but with a skill requirement to balance power creep.
I like the idea but I'm not sure location damage on shields would be intuitively understood. And yes, upgrades help; mitigation of sponge by upgrades is how many RPGs do it (like Borderlands for example) but they're looter shooters. You're constantly upgrading weapons and gear as you play, your character gets skills and levels up as you play. You just play the game and you get more powerful.

In Odyssey... you go on a scavenger hunt and relog a few hundred/thousand (it'll be thousands by the time they introduce engineering no doubt) times. It's not a natural upgrade path and so it's disjointed. And excessively repetitive. We should get upgrades just for doing FPS stuff. Then Fdev can make it take as long as they like, within reason.

Upgrades and Engineering should be focused on higher DPS, absolutely (and NPCs should gain accuracy and so increased lethality) - as DPS/lethality increases and TTK reduces, the skill cap centres more on survival and ability to rapidly diminish your opponent count (forcing you more to think about which target is the next highest threat and handling them next), rather than how long it takes to drain a single target's health whilst you stand out in the open. Skill does still come into Odyssey with hit location damage on suits. So I do like your idea to add it to shields as well. That would help.

But I think shields shouldn't come back up if someone is getting shot at anyway. That alone would mitigate/remove excessive weapon switch (allowing you to stay on a kinetic and simply look for shieldless targets to keep shieldless, particularly if playing in a team).
 
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well in my ship combat, "switching weapons" is simply hitting another mouse button. it's not clicking a keyboard key, waiting for the animation to finish, realize the shields have come back, hit the same key again, take shields down again, try to swap weapons fast enough

Of course, you do realise you can bind keys as you like right? Maybe try binding next weapon to your mouse wheel?
 
A first person shooter in and of itself is gamey enough. We don't need an extra layer seemingly just there to annoy and badger the player like with the genetic sampler. That's what the shield vs armor dynamic that forces weapon swapping is equivalent to. Did they hire an online casino manager obsessed with gamifying every little thing? Is that why the new menus remind of one of those browser card games?
 
Gotta agree. I don't disagree with the idea of needing different damage types and having to switch, but switching feels a bit slow and clunky.
 
Of course, you do realise you can bind keys as you like right? Maybe try binding next weapon to your mouse wheel?
I have that, and in the Dominator suit with two main weapons it's rather annoying because you switch between the two main weapons by scrolling up twice. So if you have two different rifles for instance and a pistol. Switching to pistol is easy, down scroll, always same result. Switching to main, scroll up, too many times it switches to the one I don't want, like the one that's out of ammo or perhaps the RPG when I want the rifle, etc. If they had main 1, main 2, and sub, on 1,2,3, and I could assign 1 and 3 to the mouse scroll, Then I would have control over what I'm using, but right now, it's not that great.
 
well in my ship combat, "switching weapons" is simply hitting another mouse button. it's not clicking a keyboard key, waiting for the animation to finish, realize the shields have come back, hit the same key again, take shields down again, try to swap weapons fast enough
Also, ships allow you to bind different types of weapon into the same fire group, or even onto the same trigger, which is a luxury we don't have with personal weapons.

What FD have done is take the general space-game trope of "lasers vs shields, kinetics vs armour" and transferred it wholesale to ground combat, where it doesn't work nearly as well for individual combat, although the possibilities for strategic teamwork are interesting.

I think it's fine for basic weapons, but upgrading should allow us to create kinetic weapons which are also good against shields by using mods. That way you can decide if you want an allrounder or a specialised weapon.
I suspect you're right. They're going to need a reason for us to grind for weapon modifications, and this seems as likely a "must have" feature as anything else. Although it does raise the lore question of why no manufacturer has come up with a combined laser and kinetic carbine, given how useful it could be. Hell, the laser pistol almost looks small enough to strap to the AR-50 like an accessory.

Maybe we need another engineer, Ripley, who specialises in combining otherwise incompatible weapons into portable arsenals. "Welcome, CMDR. For your first modification I need a kinetic carbine, a laser rifle, a grenade launcher, a flamethrower, and lots and lots of duct tape."
 
I have that, and in the Dominator suit with two main weapons it's rather annoying because you switch between the two main weapons by scrolling up twice. So if you have two different rifles for instance and a pistol. Switching to pistol is easy, down scroll, always same result. Switching to main, scroll up, too many times it switches to the one I don't want, like the one that's out of ammo or perhaps the RPG when I want the rifle, etc. If they had main 1, main 2, and sub, on 1,2,3, and I could assign 1 and 3 to the mouse scroll, Then I would have control over what I'm using, but right now, it's not that great.
If I'm shooting the laser rifle, pressing "1" will switch the weapon to kinetic, pressing it again, will toggle it back the laser. Pressing "2" will bring up the pistol and pressing "1" with the pistol equipped will equip the last used slot one gun. This is quicker and more precise than the wheel.

I hate using the scroll wheel for anything because I use my middle mouse button for melee or grenade toss and you will often inadvertently switch weapons while canceling the melee/grenade toss. And in games with a lot of weapons on the wheel, it can be clumsy to select the one you want in a timely fashion.
 
What FD have done is take the general space-game trope of "lasers vs shields, kinetics vs armour" and transferred it wholesale to ground combat, where it doesn't work nearly as well for individual combat, although the possibilities for strategic teamwork are interesting.
I've done this with a friend and it can be fun. It also allows you to reload while he pours fire into them.
 
If I'm shooting the laser rifle, pressing "1" will switch the weapon to kinetic, pressing it again, will toggle it back the laser. Pressing "2" will bring up the pistol and pressing "1" with the pistol equipped will equip the last used slot one gun. This is quicker and more precise than the wheel.
I know. I should've said I use the keys over the mouse wheel, however, I rather have a fixed effect on the keys during battle and not have to pull a weapon and discover when I have it in my hands that it's the wrong one and have to pull the other. There should be a way that you could change that.

I hate using the scroll wheel for anything because I use my middle mouse button for melee or grenade toss and you will often inadvertently switch weapons while canceling the melee/grenade toss. And in games with a lot of weapons on the wheel, it can be clumsy to select the one you want in a timely fashion.
That's why there should be one two to choose from. But you're right, you have to be very careful with the wheel while doing other things. The mouse I have change be changed between smooth scroll or ticked scroll, essentially some magnetic thing in there that makes it a bit harder to scroll too much, so it works great in other situations and doesn't accidentally change my weapon while doing other things, but it also means that it's annoying when I do want the other weapon that it didn't pick. Actually, I'm going to check and see if I can have only the pick pistol function (scroll down) active and skip the rifle.
 
I don’t think the damage is bad per say, we haven’t seen the other weapons they hold back because reasons....
... exact this. And how evil is a Grade 5 weapon. We don't know.


For your first modification I need a kinetic carbine, a laser rifle, a grenade launcher, a flamethrower, and lots and lots of duct tape."
And yes. We just don't know how the engineers modify the weapons. On ship weapons you can modify a kinetic weapon making some thermal damage.

So we have to wait and complain later. ;) ... if needed.
 
i dont swap guns unless i run out of ammo, atm its 2 shots rockets(4-15 kills at g1) or full clip with LAR for 100% shields and 90% health on CZ enemies and scavengers
 
i dont swap guns unless i run out of ammo, atm its 2 shots rockets(4-15 kills at g1) or full clip with LAR for 100% shields and 90% health on CZ enemies and scavengers
The L-6 is one of the few weapons already in the game that actually has a good TTK, even with the delay in between. I can imagine at G5 it'll be devastating even in high intensity.

I think it's way too good versus shields though (in comparison to other weapons, I actually think shields are too strong).
 
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