TheBigBrzezinski Posted October 1, 2022 Share Posted October 1, 2022 I think I have an elegant solution to the AoE issue. When an AoE component of a shot from a player's range weapon attempts to go off, and that player is within the radius of said AoE, that AoE component is canceled. It doesn't go off, doesn't affect anyone, friend or foe. Only the direct impact damage happens, assuming the shot hit somebody. It's a safety mechanism. Weapons like the Acceltra and Ogris have something similar already. Real explosive weapons have had them for decades. The ordinance can't detonate until it reaches a certain minimum distance from its operator. Only after the bomb has fallen a certain altitude, the torpedo has traveled far enough, or enough time has passed since the shell was fired can the fuse arm and be triggered. This solves several problems; For one thing, you can't use launchers as a melee weapon anymore. You have to actually aim at something far enough away from you. You can either be close enough to grab ammo pickups or far enough away to use your AoE weapon. No more standing by a doorway and blasting the floor. Say you did mess up and aimed too close, though. It's no big deal. You just waste a round, same as if you'd missed with a bullet or arrow. You're not punished on top of it. You can still trust your weapon, even if you make a small mistake using it. The same can't be said for self damage, or the self stagger we have now. With AoE cancelling replacing self stagger, Primed Sure Footed and knockdown resistance in general is far less important. We might actually get to use radar and movement enhancement mods again. Similarly, frames that can skip staggering natively, like Atlas, won't be able to get around AoE cancelling. Rhino can pop Ironskin and loose a Bramma arrow into the ground, but it's just going to sit there like a croquet stake and wait to be picked up. Weapons with combined single target and area effects, like the Trumna and Staticor, will become more reliable at close range. You won't get staggered just because someone tried to machete you in the face while you were aiming. You'll just do a little less damage for a moment. To their face. So, c'mon. Let us blast when we aim to. Let us blast fools in the behind. And if we get too close, and range becomes gauche, we'll hear the shell go *thunk*, and sigh. Link to comment Share on other sites More sharing options...
SDGDen Posted October 1, 2022 Share Posted October 1, 2022 honestly? this sound okay but i'd preffer the percentile AOE selfdamage they described during the devstream. because it means you CAN still do close-range AOE but at an increased risk of self-kaboom. Link to comment Share on other sites More sharing options...
TheBigBrzezinski Posted October 1, 2022 Author Share Posted October 1, 2022 Melee is supposed to be your close range AoE. Even if you don't have a stance equipped with a wide attack, there's always the normal and heavy slams. If you do decide a ranged weapon is best next move, it's little trouble to jump away and shoot back. Heck, you can just jump straight up and shoot down. People can hardly call it automation when you're constantly jumping around. Link to comment Share on other sites More sharing options...
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