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Projectile Weapons Should Inherit Momentum


MJ12
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Warframe projectiles don't seem to inherit the momentum of their firer, in violation of physics. This is a problem because:

1. It's counterintuitive (flinging yourself at a target should make your thrown weapons travel faster towards that target) and thus interferes with aiming

2. It exacerbates the self-damage issue that explosive weapons already have (especially if you have a -Flight Speed Riven on them-it is, as I recall, theoretically possible to move so fast that you literally blow yourself up with your own projectiles).

Although it would require some additional time for people to get used to weapons inheriting momentum, doing so would give greater control to players when using non-hitscan projectile weapons. If this turns out to greatly weaken some of them due to increased aiming difficulties, they could be given some improvements for mitigation, such as larger hitboxes, small splash radii (we're talking like, 0.5m or so without any self-damage, just to make it every so slightly easier to aim), or other tools which would ease the impact of lowered accuracy on said weapons.

Projectiles failing to inherit player momentum makes a lot of projectile weapons feel slightly off when being used. Faster projectiles would see little impact, but slower projectiles do not behave like what players intuitively expect, and by fixing this non hitscan weapons are likely to become more 'fun.'

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26 minutes ago, MJ12 said:

2. It exacerbates the self-damage issue that explosive weapons already have (especially if you have a -Flight Speed Riven on them-it is, as I recall, theoretically possible to move so fast that you literally blow yourself up with your own projectiles).

You dont even need a -Flight Speed riven, playing with a bit above average ping is already enough to kill yourself with the Tonkor, if you walk forward while shooting.

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I really like the idea of projectile weapons having momentum, would be interesting on launchers and thrown weapon types. Weapons that use bullets would still be fairly unaffected though, probably only like 30-40 weapons in the game that would affect so it wouldn't be terrible to implement.

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I'm absolutely 100% against this.

 

If you look at games where player momentum is inherited (e.g. Skyrim), it's a HUGE annoyance to deal with the motion of the player when you're trying to fire your weapon. It was at least tolerable in Skyrim since realism+immersion is a big part of that game (and because it had interesting interactions with especially-slow projectiles such as Ice Storm), but even launching arrows or Fireballs could still be annoying because any movement would throw the shot away from the crosshair. Even W+M1ing could cause shots to completely miss if you were aiming at a target above or below you.

That was in Skyrim, where the momentum-inheritance becomes potentially annoying despite the player only ever moving at one speed. Imagine doing that in Warframe, a game where accuracy actually matters, and where players move at highly-varying speeds that can easily go 10x as fast as the Dovahkiin.

 

There are very few fast-paced shooters where projectiles inherit player momentum. And the way I see it, there's a reason for that.

Edited by SortaRandom
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There are two problems with this. First, we violate physics in all sorts of other ways, including sudden momentum changes that defy explanation (hello, bullet jump, double jump, and aim glide). Second, this is a third-person shooter, and our aim is triangulated between camera, gun, and crosshairs. This means we already don't have direct control over where our guns are aimed. We control which surface the gun will point at, via a loosely different and variable perspective. With these things in mind, having to aim in a different direction altogether in order to send shots where you actually want them to go is a step too far. It may not even be possible with a given camera position, even if it should be from the warframe's perspective. There's already a risk of being unable to see where the gun should be able to aim, and this would make it much worse.

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As an old Tribes player (Basically Physics Jetpack FPS: the game), I can say for certain that learning how to deal with a weapon with inherited momentum is arguably harder than using one without. Shooting while moving straight forwards or back may be simple, but imagine shooting at something while parkouring in a different direction. You'd have to learn to gauge your movement speed so that you don't shoot off to the sides.

Unless your enemy is also moving at a similar pace in a similar direction, it'd complicate the weapon more than it'd simplify it.

Edited by Serialkillerwhale
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