Warfare 1 Weapons Performance And Stuff

TheVipersFang shared this bug 3 years ago
Evaluating

These new changes to hand held weapons (Assault Rifle & Pistol & Missile Launcher) seem to be a bit odd. Going by things said in the Steam forums and from people talking in game and my own opinion. The recoil of these weapons seems to jerk the weapon itself too much in what feels a bit of an unnatural way to me, making shot placement and accuracy inconsistent and difficult. The different ammunition for every weapon with no way to use them interchangeably doesn't feel practical when every weapon is the same identical model. This brings me to the Internal Turret, which ammunition is it supposed to use now? This may need to be clarified. The firepower and accuracy seem so randomly inconsistent when it can take dozens of direct hits to kill a wolf or spider but not even so much as to leave a tiny bullet hole in an armor block. Reload times are too slow and awkward. The missile launcher variants need to be more distinct because right now the basic one is easier to aim with and faster to reload then its elite counterpart which is slow and that optic view feels too restrictive with no real magnification advantage. I will also mention that the hand drill range seems to have been reduced too much, making it even more difficult to mine a tunnel without needing to get into awkward angles to even be able to reach the ground with the drill itself. Some people are also having issues with the jet pack being turned on whenever they climb a ladder. Turrets mounted on grids still have a habit of shooting through the edges of the blocks around it causing friendly fire damage.


One more thing, when will the skins issue be resolved? Once again this paid for DLC included new skins for the player to use despite the ongoing issue where skins will randomly be removed or revert to a vanilla appearance during gameplay. Why even have paid for custom appearance options when I will lose then randomly if I enter or exit a cockpit or respawn or sit in a seat?

Replies (3)

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Hello!


Thank you for your report but this feature currently works as intended. However we will pass it on to our designers for consideration. Thank you for your patience.


Kind Regards

Keen Software House: QA Department

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Yo.

Regarding the recoil, on that outomatic fire rifle it jerks left and right while also pulling up. To be honest it feels like when we were kids playing with wooden branches, simulating recoil and screaming ra ta ta ta ta :D


Once you join the army or fire a weapon at a shooting club you will see thinghs dont work like this.

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I find the reload times quite well made, unless our engineers are jetpacking around with tactical vests on them (that still wouldn't help reload rocket launchers any faster though :)

The recoil of the rifles does give a feeling of a higher calibre than what they presumably represent. Perhaps the MR-8P could keep such a recoil and be depicted as a higher calibre rifle with greater range, power and recoil but the others could benefit from slightly lower recoil, and perhaps shared magazines. It would make more sense for the rest of the rifles to differ slightly between each other based on rate of fire, recoil, accuracy and range, but it doesn't make sense for them to have different stopping power if they end up sharing magazines.

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