Closed Beta Report - Part 1

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Voici l'update du lundi:
http://forum.fomportal.com/showthrea...3083#post83083



Closed Beta Report Part 1
In this new series we want to keep those updated who don't have the chance to see the game just yet. We will give weekly reports of how things are going and inform about important changes or additions.

The first weekend of Closed Beta has passed and we are please about how it turned out. The new server applications are beginning to reveal their potential and we had our first small fight events in Tokyo.

We've shot a few pictures for you:
http://www.fomportal.com/downloads/fomscr_cb001_tb.jpg http://www.fomportal.com/downloads/fomscr_cb002_tb.jpghttp://www.fomportal.com/downloads/fomscr_cb003_tb.jpg

http://www.fomportal.com/downloads/fomscr_cb004_tb.jpg

http://www.fomportal.com/downloads/fomscr_cb005_tb.jpg http://www.fomportal.com/downloads/fomscr_cb006_tb.jpg


The following is a more in-depth report written by zordax, one of our community managers, about the recent weapon and combat rework in Face of Mankind.


Face of Mankind & Combat
At first I was not sure about how cone of fire will affect Face of Mankind, wether it would be in a good or bad way, like many of you. After I started playing with the weapon values a little bit I realized that it actually added immense possibilities to the weapon system and actually might allow us to give all the weapon a use. We had to rework the weapons anyway to adjust it to cone of fire so we decided for a complete rework.

The Idea

The general idea with the weapon system rework is to give each weapon class (pistols, smgs, rifles) a good usevia the range and the cone of fire. Pistols received a low Cone of Fire and a small range making them the ideal weapon for close combat. Projectile rifles are medium to long range with medium to high cone of fire. Making them good for medium to long range combat. I will go into detail about the weapons classes later.

Terminology:

COF – Cone of fire, it determines the accuracy of your weapon while moving. It also has an influence on how long it takes for you to be able to shoot with full accuracy again after moving. The higher value for cone of fire the lower the accuracy while moving.

ROF – The rate of fire determines how fast your weapon will be able to shoot again after firing a shot.

DMG – Damage ;-)

RNG - Range

Further details abouf COF

We added a feature to the cone of fire. When you stop moving a cooldown will start and your accuracy will gradually increase instead of directly being back to full again.

The weapons that have a low cone of fire, have a barely noticeable inaccurarcy when running. With a medium cone of fire you start to miss most of the shots while running but as you stop and start firing you only have a really short cooldown to full accuracy. On weapons that have a high cone of fire hitting while running is completly random and it actually takes some time till you can gain full accuracy again after standing still.


Example:
As an example the TAR is a sniper rifle now it has the longest range but also the highest cone of fire and packs quite a punch. The TAR is absolutely useless in close combat situations due to the high cone of fire, you have to stand still or even crouch to be able to get the full accuracy. In this situation any pistol will easily beat you, the player operating the pistol can just run around you in circles and have a still pretty accurate firing due to the low cone of fire of his weapon.
The other way around if for example the TAR user is camping one of the bridges in titan and pistol player just blindly runs in he will most likely get taken apart by the TAR user without ever hurting him.


This all adds a lot to the gameplay and also opens a lot strategic possibilities. At minimum you will have to equip more then one weapon in the future to be an effective fighter.

We also added different dmg types, some or later maybe all of the energy weapons will also deal bio damage making them highly effective against implant users.

Overview

Pistols:

ROF: Very fast
COF: Lowest
RNG: Low

Right now one of the energy pistols deals bio as well as health damage, we plan on making them more effective against implant users that way.

Submachineguns:

ROF: Wall of bullets !
COF: Low (you get quite some spray, due to the fire rate http://forum.fomportal.com/images/smilies/smile.gif )
RNG: Lowest

They fire incredibly fast right now, we are not sure yet which issues might arise from this with more users on the servers so we might have to adjust.

Projectile rifles:

ROF: Medium to Slowest
COF: Low-Medium to Highest
RNG: Medium to Highest

As you can see the projectile rifles are spread across the board, we actually kept the rgi pretty close to a pistol with a low to medium cone of fire and a really high fire rate compared to the other rifles. There is a gap to the linner which is med range and also deals some stamine damage right now. The TAR is a clean sniper rifle like I said earlier.

Energy rifles:


ROF: medium
COF: low
RNG: short to medium

The DOA deals bio damage as well as health damage, while the Orbit deals only health damage but has quite a punch. DOA has the large range of the two.

All these values are still work in progress. Oh and the knife hurts right now :-P

Vorting system

With the new vorting system in place we also decided to touch a much discussed topic in the past, vorting out from fight situations. We believe we found a pretty good compromise, after firing a shot you will not be able to enter the vortex for 30 seconds. If you did not fire and just got attacked you can vort out right away. This means only when you decide to fire a shot and this way either behave aggressive or engange into a fight someone else started you will have to wait for 30 seconds after firing your last shot before you can vort again.

Future

In the future we plan on adding a stun gun for the LED in addition to the tazer as well, which will be based on the zanathid values. There will also be a support rifle and a support pistol which will not deal health damage but bio and stamina only.
All the weapons that either stun you or deal other damage then health are intented for group use right now. Meaning a single officer will have to risk his life to arrest a criminal while a group of officers will easily be able to that relatively risk free.
The same applies to the support weapons, we do not want them to be useful in duel situations but to be an effective addition to group fights.


Now again none of this is final and it is all subject to change.

zordax
Community Manager
Face of Mankind


-duplex
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