Re: firefight's unbalancing issues
I never played firefight, but here are some suggestions and or ideas.
1: Decrease the amount of damage done as the shot flies throughout the map. Say, 300 per tile?
2: Make a sniper unable to move when they draw, at all.
3: Slow down sniper's turning speed when they have the weapon drawn, the idea of a weapon being huge and taking time to rotate.
4: Have the sniper pushed back as a shot fires, creating an illusion of a rebound. Make sure to change sniper's aiming.
You should implement only one suggestion, 2 at most. Players need an incentive to use the weapon, and implementing too many drawbacks could cause them to choose something else.
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