Gunsmith - Three Golden Rules
There’s no doubt the gunsmith has improved. The features we have now, are far better than release and it doesn’t need to go too much further to be where we were at, three and a half years ago with Wildlands.
(For the record, I’m being both sincere and sarcastic. Ubisoft have made great changes, but still deserve a friendly ribbing for it being so bad in the first place).
Rule 1
Be logical!
It’s a game so I understand that some things have to be balanced. You don’t want one weapon being too far superior to another.
But be logical in the decisions. Don’t just pluck numbers out of thin air.
For example. Take the 516 vs the M4A1 CQC vs 416. All fitted with short barrels, these weapons are extremely similar. They are all based on the same platform, yet they have some unusual differences.
Despite almost identical barrel length and presumably the same ammunition, they each do a different amount of damage.
Despite the M4A1 CQC presumably being designed specifically for close quarters, it has the worst mobility of the three, yet better range and despite having a flared mag well, it has a slower reload speed than the 516.
The 416 has a slower ROF than the 516 yet has worse recoil and handling!
We may have balance, but it sometimes seems to be at the expense of logic!
The individual attachments aren’t, in general too bad, but there is the odd anomaly, like extra range or slower reload speed from a foregrip.
Rule 2
Let the player make the choices!
Variants can be fun, but actually, it can be more fun to create your own.
What is a 416 Assault, except a 416 that has had a set of longer rails and a flared mag well fitted.
It’s great being able to fit a short barrel, but it’d also be nice to fit long rails instead and create our own assault variant.
IMO, variants should just be pre-tuned versions of weapons we can create ourselves via the gunsmith, but optimised toward a particular area. Of course they can also come with unique paint jobs or wraps.
Rule 3
Don’t Dumb It Down!
The current mark system is far too basic. We should be able to improve a weapons stats, but also have the opportunity to invest in a particular trait, even if that is at the expense of others.
As far as I am aware with my limited knowledge, the game equivalents that can actually be tuned IRL are, ROF, accuracy, range, (slightly), handling and recoil. (Not damage). These are adjusted by changing such things as the gas system, the bolt carrier, the buffer spring, trigger and type of barrel.
Range is effected more by barrel length. Reload speed comes from the mechanism fitted and items like a flared mag well.
It could be argued that greater range means increased bullet velocity which surely increases damage, but if this is the case, these should be linked, not separately adjustable traits.
So ideally, the gunsmith would allow us, not just to customise the weapon visually, or it’s behaviour purely based on a couple of attachments, but really fine tune it via a more detailed weapon tuning system that encompasses every part of the weapon.
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