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I think I figured out why guns are a bit too weak.

Discussion in 'Starbound Discussion' started by Oberic, Feb 27, 2014.

  1. MarcusDemonicus

    MarcusDemonicus Space Kumquat

    i can take screenshots and post them but when i hover over the weapon to show its stats box, as soon as i hit the SS button the stat box disappears and doesnt show in the SS.
     
  2. D-16

    D-16 Spaceman Spiff

    [​IMG]
    [​IMG]
    follow my directions.
     
  3. MarcusDemonicus

    MarcusDemonicus Space Kumquat

    reread my post bud. i know how to take and post them
     
  4. braydon

    braydon Phantasmal Quasar

    That's because imprevium is roughly as good as a legend. You compare common guns to legendaries and say they're UP because they're less good. It makes no sense.
     
  5. D-16

    D-16 Spaceman Spiff

    how convenient.

    the thing about legendaries that makes them better is the stuff that isnt "on paper". like a bonehammer's bones. even compared to t9 (no t10 guns) uncommon melee weapons, guns come out second best. the uncommon weapons tend to have secondary effects. for example, i see some claim plasma guns are good for light. a fire dagger is better. lightning weapons have range. and most of all, melee does not drain energy. why would i sacrifice mobility for range?
     
  6. Akado

    Akado Oxygen Tank

    Just to clarify, there are multiple ways to take screenshots. Taking "Steam" screenshots (F12) closes the tooltip window and won't let you see the weapon stats.

    Taking a "regular" screenshot (printscreen button) takes the screenshot BEFORE closing the tooltip window, and allows you to post screenshots like D-16 has.

    Also, if someone thinks melee is impossible to use in floran dungeons or penal colonies, it isn't. I've cleared several of both using only the crafted impervium spear (until I found my 4600 damage floranprod). It even takes less time than using guns, because guns do less damage than crafted impervium weapons in the current patch.

    In fact, this would be one of the very, very rare situations when a spear is actually useful, because of the longer horizantal reach and because NPC's don't jump unless you're on a different height than them.
     
  7. MarcusDemonicus

    MarcusDemonicus Space Kumquat

    hmmm. F12 doesnt take a SC for me(tried many times). it just shuts off my internet. PRTSC is the only one that works and it DOES close the tooltip window for me.
     
  8. _Lost_Soul_

    _Lost_Soul_ Orbital Explorer

    Actually, I went back and looked at the avian buggers and realized he was correct. They can get that high. Wonder why? It's odd considering all the other assault rifles absolutely can't. Very odd. But that's beside the point. It's still less than 1/2 of what you can get from melee. And...avian guns aren't actually good for anything regardless (hooray for zero knockback piddly damage! Three shots and SWAP!!! Why'd I waste the energy again?)
     
  9. Ttariel

    Ttariel Big Damn Hero

    Thats not to true, While the military uses Firearms in a primary form, the melee combat is still a big part of a soldiers training.

    Most special forces get a high setup on Hand to Hand, multiple forms of Blade combat
    (Military Knife, Stibma, Bayonett, and even all around materials that you find daily. The british SAS plays a big part in this and the Russian Speznas are trained in systema which plays along well with the last point.)

    And dont ignore the "crazy" bonus, example: In WW2 a british general would run into battle with bagpipes and a broadsword killing 20+ Nazi Soldiers.

    And now we have a Crazy game where 60% of combat is against wild animals and not humanoid beings. So why not
     
  10. Akado

    Akado Oxygen Tank

    They can go that high because they are dropped by NPCs. I believe it was Furious Koala where the devs made NPC's able to drop the weapons they were using (rather than generic weapons that you would find in chests). So, there are two types of weapons: Ones you find in chests (rubium quality at best) and ones you get from defeated enemies (better than rubium). There are also some NPCs that are stronger than the average monster (Impervium tier) which can drop really strong weapons, so if those stronger NPCs drop guns, you can get those powerful blasters, etc.
     
  11. D-16

    D-16 Spaceman Spiff

    <--- disabled veteran.

    we learn hand to hand and bayonets and such as a backup. special forces types get more training in it because they are more likely to need it.

    ww2 does not count as "today". it's closer to 100 years ago than "today".
     
  12. Akado

    Akado Oxygen Tank

    Eh, guys. This isn't about "What is done in real life". It's about "What is done in the game?" and "What do we want the game to be like?"

    Currently, Melee > Ranged in the game. I don't think anyone's really questioning that melee is more effective, although there are those who feel that ranged is still viable (different point though).

    In the game, do you enjoy ranged combat more? Or, do you enjoy melee combat more? Or, do you want both to be equally viable, allowing you to switch your playstyle?
     
  13. D-16

    D-16 Spaceman Spiff

    follow the quote chain, silly. this is something pertaining to ingame. the reason why people would expect guns to be much more effective than melee, and thus "what do you want the game to be like".

    for melee weapons to remain viable post-space age is a real suspension of disbelief breaker for me. especially mundane melee weapons. it kinda goes hand in hand with the "i just teleported to a planet from my interstellar spaceship, and used my forcefield generator to sample the local plant and rock life. now i'm going to make and use a stone pickaxe."
     
  14. Lobo

    Lobo Spaceman Spiff

    Guns are weak cause the game needs balance :V
     
  15. Akado

    Akado Oxygen Tank

    See, this is where personal preferences (opinions) come into play. For you, melee weapons being usable in the post-space age is a dealbreaker, because it's not realistic.

    For me, I don't enjoy games that allow you to choose readily-available, terrible options. For example, melee weapons are much more commonly found than ranged weapons. So, if all melee weapons are unviable, the game is actively trying to make me use utter garbage. That's a stupid design decision.

    If the game says "Ranged > Melee, end of story" then why are melee weapons even in the game? After all, combat would either be balanced around the superior option (meaning any melee users lose the game), or it would be balanced around the inferior option (meaning any ranged users automatically win the game).

    To me, this discussion should be more along the lines of "What playstyles do you enjoy in this game?"

    If melee and ranged are equally viable, then you can choose to only use ranged and be just fine. You can choose to use only melee and be just fine. You can also choose to use both, and be just fine. I don't see why the game should say "If you like melee, then piss off."
     
  16. Daimoth

    Daimoth Scruffy Nerf-Herder

    Correct. In game design, realism always takes a backseat to balance. Increasing gun DPS wholesale is an inelegant solution, and would create more balance caveats than the one it addresses.

    Guns are still pretty anemic atm, though. Not because of their dps, but because of their utility. An obvious solution to that problem is cooler legendaries.

    For example, somebody at the Starbound subreddit figured out a way to make projectiles follow your cursor. That would be a cool basis for a legendary. Maybe the gun (or whatever) could have an organic aesthetic, and its "missiles" could be skinned to look like small creatures (like bees or something) - to explain their sentient behavior. Or the gun could be super greebled and its missiles could just look like smart missiles.
     
  17. D-16

    D-16 Spaceman Spiff


    melee would be more palatable if it werent so low-tech. and also if there were some similarly high tech defensive solutions for melee specialists. i can see using a laser cutlass with a personal shield generator. wearing steel plate and carrying a steel sword is ridiculous.

    lack of utility. could that perhaps be tied to energy use with poor results? especially because energy is tied to mobility.... why would i sacrifice mobility for range?

    i think guns would be better served by dual reload/heat bars. reload could be a set of stats that are ties to projectile type, they would set forth how many shots per magazine, and how long reloading takes. heat would be universal, and would consist of max heat and cooling rate. when max heat == current heat, you must let the gun cool to minimum.
     
    Last edited: Mar 4, 2014
  18. Daimoth

    Daimoth Scruffy Nerf-Herder

    A hi-tech aesthetic for a melee weapon would be interesting.

    Would a glitch melee weapon look medieval or high-tech? Maybe a combination?
     
  19. D-16

    D-16 Spaceman Spiff

    i'm actually suggesting two armor sets per tier, one melee centric, and one more focused on range.
     
  20. Akado

    Akado Oxygen Tank

    So, instead of a dull gray armor and a kinda-shiny grey sword, we should be using a bright blue sword and a shiny green shirt?

    Does it matter what the armors are called? Would you prefer that we start with Easium armor, and work our way up to Medium armor and then eventually Difficultium armor?

    For appearances in a video game, the starter armor really does need to be less visually-impressive than the "endgame" armor, otherwise the game would be punishing you for advancing through the game. Or, would you prefer that the starter "shield generator" looks exactly like the endgame "shield generator"?

    I think you're going a bit overboard with the realism stuff, man. If everything is hi-tech, then there will be some hi-tech gear that is "low tech" in comparison with the endgame gear. That's just how video games work.
     

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