Weapons Skill

Now I have noticed there is a massive gap in terms of CPs, OTA and Rebels and not in the way you'd think would make any logical sense. And I am expecting a lot of push back on this suggestion from rebel mains but frankly it's one that I feel needs to be made.

Simply put I think the addition of Weapons Skills could go a long way in helping balance.

Strength is good and all but a guns skill would be interesting to impliment. The more NPCs/Players killed with a gun type the better you get with said gun type. For example kill an NPC/Player with a pistol and you get better at using pistols and revolvers. Then you kill an NPC/Player with a rifle (SMGs, snipers, AR2s, shotguns, rifles, etc). In my mind a way to prevent farming the skill too much is it should be more XP in the skill if you kill a ARMED player than a NPC.

Now comes the part where rebel mains are gonna give me pushback. Rebels and citizens should be bottom of the barrel in terms of gun XP. I am sure more than a few people agree with me when I say this. You aren't Gordon Freeman, Alyx Vance or playing COD. So it is only logical you start off barely able use the guns you have. Should you slowly be able to? By all means. If you find a lone I-4 or I-3 and paint the walls with their blood then yes that is completely deserving of the skill XP you get for it.

Onto to CPs and OTA. CPs I love you guys, I really do but lets face facts I3s you're basically the same as a citizen just with better starting gear. We have shooting ranges / simulation areas in nexus but they go un-used. Why not set up a few NPC spawns in them? Again these NPCs offering low gun skill XP but XP in the skill none the less. As I said with the rebels if you manage to kill a rebel, zombie, free vort or fleeing citizen who won't stop running when you tell them. Then congrats on the skill XP. OTA well little needs saying here the faction sweeps Outlands often enough, they can use the shooting range / simulation area's same as CPs so I think they'll do just fine.

There we go rant over, thank you for reading and please be constructive in your replies to this.
 
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tfw my 9mm bullet in your skull does nothing because i didnt pull the trigger in the high xp learned way
 
-1

tfw my 9mm bullet in your skull does nothing because i didnt pull the trigger in the high xp learned way
I wasn't reffering to damage output changes but instead affecting things such as accuracy and reloading speed.
 
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Imma be real: I don't want more things that players can hold as an advantage over another.

Isint individual skill, map knowledge, game knowledge, and gear power gaps enough? Now you want a artificial accuracy modifier? I get it. This server is wanting to be more serious, but putting in mechanical restrictions to simulate bad/good weapons handling makes the game more grindy, and gives copers from both sides more to complain about (and i wouldn't blame them to an extent. Being killed because your gun refuses to hit on target due to a artificial "skill" modifier would definitely feel like bullshit)

You want OTA to be better at combat then rebs or CPs, just recruit and promote the players who are good at fighting- if I'm not mistaken, you already do that already and its been working well for ya.
 
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Imma be real: I don't want more things that players can hold as an advantage over another.

Isint individual skill, map knowledge, game knowledge, and gear power gaps enough? Now you want a artificial accuracy modifier? I get it. This server is wanting to be more serious, but putting in mechanical restrictions to simulate bad/good weapons handling makes the game more grindy, and gives copers from both sides more to complain about (and i wouldn't blame them to an extent. Being killed because your gun refuses to hit on target due to a artificial "skill" modifier would definitely feel like bullshit)

You want OTA to be better at combat then rebs or CPs, just recruit and promote the players who are good at fighting- if I'm not mistaken, you already do that already and its been working well for ya.
You do have an excellent point. I never truly looked at it from every angle as I usually do. Pardon the pun but I suppose I jumped the gun on this one.

That said I do have perhaps an alternative method It could be easier to use and impliment. But I'm unsure.
The idea being that skill exsist but all it does is determine what weapons you know how to use. afterall you pick up a gun for the first time you're gonna be shit that we can all agree on right? Low tier guns such as the USP wouldn't need any skill to equip and use since it is the definition of baby's first gun.

Again though not sure on that idea either but I'm trying my best.
 
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Im on the same boat, but it helps if you can explain your point.
you're right, i did not give it much thought to make up one.

what exactly is "good or bad" with guns, there was no explanation nor can i think of one asides from sensitivity, recoil (cant be controlled by person realistically, and movement. in real life, alot of shots are doomed to miss and on a game where you can aim and shoot quickly without more work other than learning strafing, tactics, and general movement and aim placement.

alot of people already struggle or are good with guns in the game, personally i was atrocious with my aiming and combat during my beginning years of hl2rp and now in the modern day id say im quite proficient with my general combat capabilities. skill is already applied to the person themselves, intelligence plays a role here in such skill as someone who thinks and WANTS to develop their skills will learn to be better at combat such as, as i said: crosshair placement, learning to aim for the head, learning when to back off from a fight, general strategy battle doctrines, cover & shoot timing, etc etc etc.

such skill system is already built within individuals, not everyone is at the same skill of how they aim and fight, i dont even know what gun skill would be because if its recoil it makes no sense as it's the gun that has such trait, more damage yeah that makes no sense thats the gun/caliber itself not person, gun handling and slowness in turning idk maybe, you get the point. theres just no genuine purpose for such skill, atleast strength makes sense as its a dependence on weapon + human body working together while in a gun its only the trigger that works.
 
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you're right, i did not give it much thought to make up one.

what exactly is "good or bad" with guns, there was no explanation nor can i think of one asides from sensitivity, recoil (cant be controlled by person realistically, and movement. in real life, alot of shots are doomed to miss and on a game where you can aim and shoot quickly without more work other than learning strafing, tactics, and general movement and aim placement.

alot of people already struggle or are good with guns in the game, personally i was atrocious with my aiming and combat during my beginning years of hl2rp and now in the modern day id say im quite proficient with my general combat capabilities. skill is already applied to the person themselves, intelligence plays a role here in such skill as someone who thinks and WANTS to develop their skills will learn to be better at combat such as, as i said: crosshair placement, learning to aim for the head, learning when to back off from a fight, general strategy battle doctrines, cover & shoot timing, etc etc etc.

such skill system is already built within individuals, not everyone is at the same skill of how they aim and fight, i dont even know what gun skill would be because if its recoil it makes no sense as it's the gun that has such trait, more damage yeah that makes no sense thats the gun/caliber itself not person, gun handling and slowness in turning idk maybe, you get the point. theres just no genuine purpose for such skill, atleast strength makes sense as its a dependence on weapon + human body working together while in a gun its only the trigger that works.
Thank you for the feedback but if you read the previous replies you would find that I had already agreed on these points made and offered a potential alternative. That said I do appreciate the constructive criticisms.
 
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