DSG/semi-auto balance discussion

Post » Sat Apr 13, 2013 9:49 pm

I've seen a bunch of other weapons being discussed so let the discussion open for one of the most interesting guns in the game - DSG (and other "precision" guns).

DSG is classified as a sniper rifle (since it can equip sniper scope), and exists to bridge the gap between Takedown and Gauss, in both damage output and fire rate. All 3 guns are semi-auto weapons, you can fire just one bullet at a time and vastly lower fire rates than Assault Rifles. To make up they do higher damage.

The primary strength of DSG is a 1-bullet headshot capability, i.e. it is the fastest firing weapon that can kill with 1 bullet.
However it has one huge weakness right now - if you move while firing, even slightly, additional spread is applied to your shot and you could miss even if you had perfect aim. This "movement spread" applies to all guns, but the difference is that many guns can AFFORD to freely miss anywhere from 30-50% of their bullets and down the target. Namely Scar, Scarab, FY and Feline. Lots of bullets in the magazine, high fire rates, plenty of room to miss, go nuts.

Meanwhile DSG and Gauss essentially need 100% accuracy to compete with Assault Rifles, Takedown needs at least 80% accuracy - you cannot afford to miss shots and the skill required to use these guns is therefore far higher. Which is why I believe ANY kind of spread has no place with semi-automatic weapons which rely on so much accuracy to be effective, especially not in a game which revolves around super-fast movement, OHK weapons and highly accurate hipfire. Think about it.

Secondly, using Reflex sight on DSG/Gauss reduces their accuracy over long range, i.e. even if you perfectly line-up your shot over a long distance with reflex sight there is a fair chance you'll not get a headshot, even if you are standing perfectly still and your target is standing perfectly still! That's just rubbing salt into wounds at this point.

Console players almost don't touch the DSG (see stats) because it's TTK with bodyshots is far too slow and the kind of aim required for consistent headshots is only possible on PC.

I ask Crytek start off taking baby steps and simply removing the "move spread" component of DSG, Takedown and Gauss.

The very nature of this game's movement already put long-range weapons a disadvantange, because it is incredibly easy to turn any long-range encounter into a medium/short-range encounter thanks to the map design and Nanosuit 3.0. I love the movement and maps, I'm not asking the game to be slowed down...but semi-auto guns which rely on accuracy need to do their job, remove their spread. Cheerio :)
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Krystina Proietti
 
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