Unimpactful Weapons in Odyssey

From own experience I can say that 70% of shootouts I`m just standing in front of the enemy and spraying him in the face with bullets (plasma/energy) while he is shooting back at me - I don`t care because I know that my shields will go down to 25% while he will be dead. There is no reason to flank him or do anything smart - any won momentum will be metigated by extreemely slow kill tilme (TTK) or rediculous weapon swapping. So the combat feels extremely tedious while shots unimpactful like I`m playing a strikeball simulator.

Small arms in Odyssey feel weak and unimpactful because of low impact power.
It can be mitigated with upgrading to G3, G5 etc, but it still means an extreme advantage for exploitive/grindy players and total motivation removal for players with limited time.
So, damage creep should not be so steep when upgrading or removed at all - upgrading still means addition of Mod-Slots, so it is a good enough motivator!

While removing damage creep a always-lethal headshot damage to unhelmeted and unshielded combatants should be introduced. Right now even a technician in a pressurized building (Helmet off) can take multiple shots in his face before dying - it is extremely immersion-breaking. Also, creating an accessible option (Not just in Holo-Me) for the player to put helmet on/off to avoid immediate death from a headshot would add a new small immersive mechanic to the game.

To mitigate the apparent bullet-spongyness of the combatants when the damage-creep is removed all weapon damage should be raised x3 (or Health/Shield pools on people should be reduced x3) while reducing the unmodified ammunition capacity from current 6-7 magazines to 3-4 magazines per weapon - even that is much more realistic then current ammunition pool!

After raising the damage (Lowering TTK) and cutting down on ammunition every shot will feel impactful and consequently the overall on-foot combat will be not as "Meh" (It is, read the forums!) as it is right now. With these changes all combat encounters will be much more tense and fun, and even an unfamiliar newbie pilot in flight suit with a starter sidearm will be not a person you want to turn your back on!
 
Honestly the only problem here is the specfic damage types to shields and body, remove that and a lot gets fixed, its why plasma is so strong.
 
think all the guns feel weak, both in terms of dps and in handling. I think TTK is way to high and upgrades and engineering should be limited to mostly tactical improvement, not a requirement to get base dps up to par. Tactical improvements can be different scopes, laser pointers, grenade launcher, rate of fire, mag size, etc. all contributing to effectiveness of dps and not so much a dps increase.

There should be also more weight to the weapons. Escape from Tarkov for example handles this very well.
 
Plasma and Laser wouldn't have any impact to begin with. At least not until the point where you're already being taken out of the fight. As a general rule there is no such thing as "I've just been a little shot" If you get hit with a firearm to the point where you're going to have a physical reaction at all, you're already out of the fight, with extraordinarily rare circumstances not even worth simulating at all, much less for every person.

Don't think of your Health as "Health" think of it as your armor integrity, once your armor's integrity can no longer sufficiently divert the energy of the weapons fire, the next shot effectively takes you out of the fight. Yes, I know there's health kits. But if you're going to point that out, then I have to point out it doesn't make sense anyway, as someone who's just*about*to*die doesn't miraculously return to peak fighting condition after a shot of morphine and a bandage.
 
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