PlanetSide Universe - View Single Post - High rate of fire miniguns
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Old 2012-06-17, 02:13 AM   [Ignore Me] #7
CutterJohn
Colonel
 
Re: High rate of fire miniguns


Originally Posted by PlaceboCyanide View Post
The problem with extremely high ROF weapons isn't balancing, it is netcode. making a bullet deal 0.15dmg to balance it out is the easy part. I don't know much about coding or networking so I'm not going to pretend that I do. What I do know is that in other games the company artificially portrayed those ROF by adding more tracers to the animation, but leaving the bullets at a far lower ROF. The reason was for performance.
Games that implement them don't actually have a high rof, they just make it seem like they do with graphical effects and the sound.

Instead of 3000 rounds per minute at 0.15dmg, it will shoot 300 rounds per minute at 1.5 damage, but the particle effects will look like 3000, and they'll have a minigun sound effect.

Pretty much indistinguishable.


Edit: Derp. I didn't read far enough.. you already said that.

Last edited by CutterJohn; 2012-06-17 at 06:44 PM.
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