FoB's FUBAR's.txt

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    Document made by trampek, user ID 1147104====================================GENERAL GAMEPLAY ISSUES===============================================

    1. 1st person hybridised with 3rd person?! I don't know what Briano's been smoking when he thought this up, but thisis simply a horrible idea. You see, ROBLOX operates in a mainly RCL enivornment,so they automatically prefer 3rdperson over 1st person, making 1st person almost never used. What this brings isneedless lag based around scriptsthat are ultimately unused. Now, this isn't the only problem. Some guns in the FoB recieve accuary bonuses whenaimed down sights in 1st person. For example, Marksman Rifles are completely based around thoose bonuses(first person aiming down sights gives them 100% accuary, otherwise the guns arehilariously inaccuarate).Sadly, 1st person is extremely rarely used, so thoose advantages quickly stop mattering, or even turn intodisadvantages, making guns based around them, the MR's, pretty much completely worse than every other weapon inthe game. The sad thing is, only MR's suffer from this problem - sniper rifles themselves don't, they retain100%-99% accuary no matter 1st person or 3rd person, hence their ridiculous popularity amongst both raiders and USSF.

    This makes absolutely no sense whatsoever.

    The concept only seems good on paper, but in reality, is completely overshadowed by how ROBLOX community wasteached to fight - RCL, 3rd person gunfighting. 1st person may be fine, MAY be fine, I like 1st person personally,but you can't put both 1st and 3rd person together IN ONE GAME because that willcause the 1st person mode to becompletely overshadowed. Additionally, 3rd person gives direct advantages over 1st person as it both enables you tododge easier, aim at people easier and with more freedom and have massive visionover the battlefield at all times.1st person limits you to about 90 degrees in front of your character, makes aimi

    ng at 3rd person bunnyhoppersexceptionally hard and makes it very awkward to dodge in.

    2. Let's take a look at the USSF aircraft carrier. Do you notice anything funnyaround it? It's a box of sorts, right?That's a spawn protection. It prevents raider teams's missiles from flying intothe carrier by automatically resettingthe vehicle the player's in upon hitting the barrier. Now, look at the raider HQ. Do you see the same thing aroundit? Nope. Raider spawn gets no anti-vehicle rocket protection. Now, it seems lik

    e a minor thing, right? But then yourealise that the raider spawn is out in the open, people in their menus, completely without cover, and withoutany forcefield on. They're perfectly killable. All it takes is for an USSF personnel to buy a helicopter, flyto the other side of the map very high up in the air to make itself a virtuallyimpossible-to-hit target, carefullyaim the cannons to hit in the spot where raiders spawn. Congratulations, you'renow getting about 30 kills a minutewith next to no effort but pressing the fire button over and over, out of reach

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    of any counterattack you can thinkof. Every time I come to the fort, it's always there: a guy with the helicopterreaping endless kills, killing raidersin their own HQ before they even get out of the weapon menus. This doesn't evenextend to the helicopter''strategy'': a CAS pilot that can't find any targets can just fly by and strafethe raider HQ in hope of getting abunch of kills.

    Before you say ''oh noob pls you can just spawn on a different point whats theproblem in that stop complaining'',take into consideration one thing: HQ's server their purpose as the point of spawning the player before he choses apoint to spawn in. That means, his character appears there with his menus open,and once the player is done browsingand selects the point to spawn, he gets teleported here. Teleported. Not spawned. Every raider exists in HQ for a longmoment, and the forcefield they get really isn't long at all. That means that picking a different ''spawning'' pointdoesn't do jack shit, because you can still kill them while they're choosing their spawn point. Theycould even have all the points on the map and the helicopter guy shooting into the HQ can still cull theirnumbers effectively by half, and there is not a single thing they can do about i

    t.

    My suggestion is not to move the ''matrix'' in which the raiders spawn and stayin the menus somewhere else, becausethat doesn't solve the problem fully: raiders stuck in the HQ will still sufferfrom the problem heavily, especiallywhen point B is being under strong USSF contestation. Just give them their own spawn protection, alike the aircraftcarrier. That's all. It will stop rockets from getting into their spawn, stop snipers from picking off people stuckin spawn high up in the air and generally make the game that bit more fair for raiders.

    3. Speaking of spawn protection, the Aircraft Carrier's spawn protection is RIDICULOUSLY annyoying for raiders. Why?Well, when you shoot a vehicle rocket into it, the barrier automatically kills the player who shot the projectile.Now this doesn't sound bad, but take something in consideration - raiders shootfrom HQ towards point B, and to extent,the aircraft carrier, and from point E and the ICBM towards points D and C, ALSOtowards the aircraft carrier. It'sVERY easy to accidentally hit the barrier and get instakilled by it. I seen countless raider vehicles just spontaneouslycombust because the driver shot the carrier on accident, hell, the projectile bo

    unced off and hit the barrier! This isnot fun.

    My suggestion is to simply make the barrier block shots from vehicles. Not killthem. It's not like the bullets thatexplode on the barrier are of any danger to you, the resetting mechanic is basically disproportionate retributionfor something that never did harm in the first place and that is most probably something done on complete accident.

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    4. Body fucking armor. 3x your health. Holy shit. That makes you an INCREDIBLY hard target to kill (unlesswith a sniper rifle). It wouldn't even be as bad if that didn't also mean that it effectively triples avehicle's armor. Vehicles share health with the player. CAS jet is one hittablewithout player armor. Withplayer armor, the starting RPG takes 3 hits to destroy it. 3 consecutive, short-interval hits on a veryslim and extremely fast moving target that probably is focusing the RPG down because it's the only thingthat can even hope to destroy it. Yep. It's bullshit. It's literally pay to win.Only reason it doesn't completelyrun the game is because some people don't even know about it - it's placed in abit obscure menu.

    5. Gold is earned way too fast, at least it feels like it. People who are decentwith vehicles and hoarded a bitof gold can basically keep on using them indefinetly.

    6. Money from kills seems to break very often, you don't get it most of the time. I don't know why, it's prettydamn horrible, makes unlocking higher tiers of guns feel like a long, painful chore.

    ============================GUN CLASSES AND THEIR PROBLEMS=====================================

    1. Sniper rifles

    The big kahuna itself. The magic stick of one hit killing at any range you imagine. The problem with it is not thatit's ''too powerful'' (exception: M200, will be mentioned later) - it's that it's the way that you aim the sniper iscompletely bullshit. You see, the sniper retains 100% accuary at any range, evenin 3rd person. The snipers wereclearly intended to be used mostly in 1st person (they even get a special x12 sight, for Pete's sake!), but nighnoone uses them that way. They just use the 3rd person crosshair (too easy to judge where the head is on this thing),and press LMB. It's both incredibly easier to track targets this way AND you canpre-aim from behind cover before

    popping out of it in one moment, headshotting the target, then popping back behind cover. You can't do that in 1stperson. This is heavy bullshit, taking on decent snipers is an EXTREMELY tedioustask, both raider-wise and USSF-wise.This is yet another terrible homecoming of the 3rd-1st person hybridisation of the FoB. Additionally, I don't see anypoint in even giving sniper rifles an ammo count. The fire-between-shots delay is long enough that you can reload therifle before shooting again.

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    Special mention goes to the M200 - it's a sniper rifle that one hits you regardless of headshot or not. In a gamewhere aiming in 3rd person is arleady easy and the only mediocre challenge is aiming for the head, the rifle thatcompletely removes the need for the latter is completely bonkers in terms of game balance. It's literally notfun fighting this thing.

    2. Marksman rifles

    Also known as ''useless rifles'', the marksman rifles are rifles that draw 100-99% accuary from using aiming down-sightsin 1st person. Thoose rifles are pretty much completely overshadowed by sniper rifles. Why? Because MR's are limitedto 1st person that's a lot harder to use than 3rd person that the SR's can operate in. If you don't use down-sights, theMR's become pretty much hilariously inaccuarate, to the point that at medium-to-longish ranges you're better off using afreaking shotgun (that's just about as useless anyways). But then comes the other end of the spectrum. If you somehow makeMR's work, they're the single most horrendously overpowered gun in the game. Imagine automatic sniper rifles. They're not

    held back by the limit of the sniper rifle which is the long firing delay and small ammo count - the G6 has 20 bullets, canfire them as fast as you can press the left mouse button and kills an opponent in about 5-6 shots to the chest (if hehasn't got any body armor), and bestows 100% accuary at absolutely any range, where even snipers can periodically deviatefrom their aim, and also reload lightning fast. The only thing that holds them back is the inconvenience and difficultyof use of 1st person and the many, many drawbacks it comes with.

    3. Assault rifles

    Assault rifles in the FoB are a jack of all trades. Or at least they're supposed to be if not the fact that in 3rd personthe higher ''tier'' rifles become pretty much insanely overpowered. They have good-to-amazing accuary (especially if you use1st person's down sights that realistically you shouldn't be using it in the first place thanks to 3rd person), consistenthigh damage, high ammo count and reload very fast, and also have an insane firerate (not on the level of SMG's, but close).They pretty much are the best gun type to use - they're the most reliable and consistent in their ridiculousness.

    4. Light Machine Guns/LMG's

    LMG's are basically directly worse assault rifles. Except for one thing - ammocount. They have absolutely ridiculousamounts of ammunition and a fast fire rate, making them THE spray-and-pray gun.A lot of people use it to compensatefor lack of aim, and it's easy to see why: shower it with a curtain of bullets and even the best dodger will eventuallydie. It doesn't even give you a chance to reload, you probably can't outlast it,

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    and the fact that the LMG's reloadabnormally fast themselves doesn't help. Fighting an LMG means you're permamently under a wall of bullets that you'repretty much completely stuck behind. It's not fun.

    5. Submachine guns/SMG's

    Submachine guns are ridiculous. They're basically directly better versions of assault rifles: they have an absolutelyINSANE accuary (3rd person spray accuary is almost on par with an assault rifle1st person aimed down sights. With a grip!),coupled with high damage per bullet, thus dropping you so fast you literally don't have time to react. No, you really don't.You die too fast. Your body literally can't send nerve impulses fast enough to avert your death. Once someone starts shootingat you with an SMG, aims decently well and you didn't see it coming, you're DEAD. You're FINISHED. There's virtually nothingyou can do. The SMG's reload rapid fast, too. Additionally, they, for some reason, get an absolutely insane down-sights boost.If you aim the P90 down-sights and you have the grip equipped, you can out-snipesniper rifles. That's so bullshit on so manydifferent levels.

    6. Auxillary (Shotguns, rocket launchers and pistols)

    6.1 Shotguns

    Shotguns are pretty damn useless. Every pellet deals damage equal to one hit from the basic, starter pistol secondary, andit doesn't differ tier-to-tier. The top tier shotgun is barely even capable of keeping up with the other weapons in the game.The only differences inbetween different shotgun tiers are rate of fire and thepellet spread ratio. Shotguns also differin reload times based on the amount of pellets, one shell reloads quickly, all s

    hells reload pretty much as slow as the startingRPG. They're outclassed by pretty much every automatic weapon in the game, especially LMG's that can outspray you to death.

    6.2 Rocket launchersOkay, this is a difficult one. Rocket launchers are pretty much the only balanced cast of weapons in the entire game. Well, exceptfor the second rocket launcher that's completely fucking useless and reloads oneforever. The problem with rocket launchers is thatthey're extremely dependent on who you're shooting at: they're good against people driving vehicles without the body armor gamepass,but are pretty much useless against anyone doing the same WITH the body armor ga

    mepass. Also, rocket launchers are used by peopleas some sort of concussion grenades (?!). They fire the rocket at someone, the explosion makes them lag for some ridiculous reason,then they switch to their primary (often LMG or SMG) and spray the person to death as he's fighting the lag.

    6.3 Pistols

    First two pistols are pretty balanced. They can fire fast, have decent accuary,not too much bullet damage, they're well-balanced.

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    The deagles...not so much. They're very accuarate death-dealers, ESPECIALLY the.50 that can kill you in about 3 shots. Unless, ofcourse, you're packing the body armor, in which case in a clip and a half. That's kind of BS.