Bolt-Action Damage: Maybe problem is not the damage, but the high accuracy which is independent of player movement?

So, we have a new normal. To play with open cards I’m not a fan, but I guess I shouldn’t be surprised as this is probably the only way to keep the japanese competitive without inventing fantasy weapons for them.

Nonetheless, I think right now the bolt-actions are a bit too powerful and from my view the problem is not the damage, but the fact that the guns are incredibly accurate no matter what the player does with OHK-damage.

You can seamlessly move from run to aim and hit targets easily at 100m+. You can do a 90-degree turn and hit any target without issues. You have a death laser and you just need to point and click, pretty much.

With autos and semi autos dispersion and recoil are actually things which make a difference to you hitting a target and that you need to manage (as well as you can), and it’s this disparity between effortless bolt accuracy while moving with the new damage which turns them into the new meta and too powerful.

Therefore I would ask that we consider some adjustments to the status quo:

1. Bolt actions get an accuracy penalty from moving. The faster and more dramatic move, the higher the decrease of accuracy. This could be counteracted by dropping to crouch for instance, but the purpose is to make the 1-shot-kill mechanic slower in situations where the bolt player moves vs. other players. Playing with bolts feels pretty arcade right now as they have been implemented. We could have this inaccuracy mainly impact the first shot, but I don’t wanna get into too much discussion on how this should be implemented.

This should also impact bots. So if the bot does 180-degree turn as reaction to you, then there should be a very high chance that the first shot misses you.

2. Long range accurate bolt action fire requires crouch / prone + holding breath. Particularly for bolt action snipers, who I think have jumped the power curve big time vs. semi auto snipers. This is due to you dying from one shot, therefore large chance you don’t know where the sniper is located vs. semi autos where there is much higher chance that 2 shots are required to kill. So let’s make the long range sniping a bit more skill game with bolts.

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But…they already get an accuracy penality when moving?

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I get you one better. Every weapon, especially the bolt actions, get an accuracy penality when turning, moving, crouch-walking and after shooting in quick succession. Also if you stand still your aim will constantly move around, less so if you are crouching.

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At least in my experience, not to any meaningful degree. You can go from sprint to aim directly, no issues with hitting anything.

Then every weapon should be affected by this. In enlisted weapon doesn’t exist anywhere.

Why should they? Your argument is the same as saying all weapons firing the same bullet should do the same damage. Somehow that’s not a thing.

I talk about balance.

Just decrease the dmg on range.
what comes to cqc id say theyr fine. Aint going to replace ppsh / flamethrower anytime soon even with ohk.

FG42 should be extremely limited for example and not spam able as well. If we’re going for realism lets go the whole 9 yards.
But in reality the game is still too COD like even nowm

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I mean how can you camp on distances of 100m?

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Are you actually able / willing to discuss the proposal itself or do you have to default to constant whataboutism?

The Japs are not even ingame yet and people come with this?

Huh

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Japanese army had very few assault / semi auto weapons in particular. But of course that’s speculation.