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Ace of Spades Weapon Guide

● For a game in a large destructible world, is it really justifiable to base the game around run-n-gun style gameplay? Is it really a good idea to make it so fast-paced, to make the players' health so low, to where the first who sees wins? It demotes teamplay, promotes hacking and turns the fun down a notch. Case in point: have you ever actually come across any hackers on Team Fortress 2? Also, note that there are going to be ammo crates and health kits added in a future update. With the current speed of kills, it's going to make camping even more of a problem.

● Crouching is insanely rewarding - it reduces your hitbox size, reduces your recoil, and improves your accuracy all at the cost of movement speed. There's another thing that needs quite a bit of tweaking.

● The Rifle and Shotgun are outclassed by the SMG; it has both the lowest skill floor and the second highest skill ceiling. It's all-around, and does it all-around better than its counterparts. Here, have some stats:

■ Rifle
Magazine size    10    Detachable
Headshot    100    200 DPS
Body shot    49    98 DPS
Limb shot    33    66 DPS
Reload time    2.5s
Firing interval    0.5s    120 RPM
Spread    0.006
Recoil    x: 0.0001    y: -0.05
capable of instant kills at any range
less reliable than the SMG

■ SMG
Magazine size    30    Detachable
Headshot    75    681 DPS
Body shot    29    264 DPS
Limb shot    18    164 DPS
Reload time    2.5s
Firing interval    0.11s    545 RPM
Spread    0.012
Recoil    x: 0.00005    y: -0.0125
for an SMG, it doesn't suffer from falloff
capable of 2-shot killing at any range
although it can't instantly kill, it makes up for that by firing in faster intervals than the human reaction time
gives the most margin for mistakes with its absolutely insane firing rate and DPS

■ Shotgun
Magazine size    6    Fixed
Headshot    296    296 DPS    37    37 DPS
Body shot    216    216 DPS    27    27 DPS
Limb shot    128    128 DPS    16    16 DPS
Reload time    3s    0.5s per shell
Firing interval    1s    60 RPM
Spread    0.024
Recoil    x: 0.0002    y: -0.1
capable of instant kills...
...only ever at close range
completely useless once the enemy is past 15 meters away
unreliable pellet system results in frustrating moments in gameplay where you deserved that kill you were going for
completely surpassed by the SMG

● You may ask, "Well, what's your idea, then?" After some input, I've come at this from a more open-minded, "for the community" perspective, and thus, here is what we have come up with:

■ Rifle (semi approach)
Magazine size    6    Detachable
Headshot    75    150 DPS
Body shot    40    80 DPS
Limb shot    33    66 DPS
Falloff    50m    100m (50%)
Reload time    2.5s
Firing interval    0.5s    120 RPM
Spread    0.001    0.01    0.3s recovery time
Recoil    x: 0.0002    y: -0.05
Movement speed    110%
capable of effective suppressive fire at any range

■ Rifle (sniper approach)
Magazine size    4    Fixed
Headshot    100    200 DPS
Body shot    50    100 DPS
Limb shot    40    80 DPS
Falloff    50m    100m (50%)
Reload time    3s    0.75s per bullet
Firing interval    0.5s    120 RPM
Spread    0    0.03    0.5s recovery time
Recoil    x: 0.004    y: -0.15
Movement speed    90%
capable of instant kills at any range
inaccurate shots (shots fired any faster than a 0.8s interval) do not count headshots

■ SMG
Magazine size    20    Detachable
Headshot    30    300 DPS
Body shot    25    250 DPS
Limb shot    18    180 DPS
Falloff    35m    50m (10%)
Reload time    4s
Firing interval    0.1s    600 RPM
Spread    0.01    0.02    0.2s recovery time
Recoil    x: 0.005    y: -0.02
Movement speed    100%
crouching has very little effect on accuracy and recoil

■ Shotgun
Magazine size    8    Fixed
Headshot    108    135 DPS    12    15 DPS
Body shot    72    90 DPS    8    10 DPS
Limb shot    54    68 DPS    6    8 DPS
Falloff    15m    45m (30%)
Reload time    3.2s    0.4s per shell
Firing interval    0.8s    75 RPM    9 pellets per shot
Spread    0.024    Fixed
Recoil    x: 0.0002    y: -0.1
Movement speed    120%
simplified instant-kills at close range

I am eager for your input.


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