You are on page 1of 6

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 smoki
ng when he thought this up, but this
is simply a horrible idea. You see, ROBLOX operates in a mainly RCL enivornment,
so they automatically prefer 3rd
person over 1st person, making 1st person almost never used. What this brings is
needless lag based around scripts
that are ultimately unused. Now, this isn't the only problem. Some guns in the F
oB recieve accuary bonuses when
aimed down sights in 1st person. For example, Marksman Rifles are completely bas
ed around thoose bonuses
(first person aiming down sights gives them 100% accuary, otherwise the guns are
hilariously inaccuarate).
Sadly, 1st person is extremely rarely used, so thoose advantages quickly stop ma
ttering, or even turn into
disadvantages, making guns based around them, the MR's, pretty much completely w
orse than every other weapon in
the game. The sad thing is, only MR's suffer from this problem - sniper rifles t
hemselves don't, they retain
100%-99% accuary no matter 1st person or 3rd person, hence their ridiculous popu
larity amongst both raiders and USSF.
This makes absolutely no sense whatsoever.
The concept only seems good on paper, but in reality, is completely overshadow
ed by how ROBLOX community was
teached to fight - RCL, 3rd person gunfighting. 1st person may be fine, MAY be f
ine, I like 1st person personally,
but you can't put both 1st and 3rd person together IN ONE GAME because that will
cause the 1st person mode to be
completely overshadowed. Additionally, 3rd person gives direct advantages over 1
st person as it both enables you to
dodge easier, aim at people easier and with more freedom and have massive vision
over the battlefield at all times.
1st person limits you to about 90 degrees in front of your character, makes aimi
ng at 3rd person bunnyhoppers
exceptionally hard and makes it very awkward to dodge in.

2. Let's take a look at the USSF aircraft carrier. Do you notice anything funny
around it? It's a box of sorts, right?
That's a spawn protection. It prevents raider teams's missiles from flying into
the carrier by automatically resetting
the vehicle the player's in upon hitting the barrier. Now, look at the raider HQ
. Do you see the same thing around
it? Nope. Raider spawn gets no anti-vehicle rocket protection. Now, it seems lik
e a minor thing, right? But then you
realise that the raider spawn is out in the open, people in their menus, complet
ely without cover, and without
any forcefield on. They're perfectly killable. All it takes is for an USSF perso
nnel to buy a helicopter, fly
to the other side of the map very high up in the air to make itself a virtually
impossible-to-hit target, carefully
aim the cannons to hit in the spot where raiders spawn. Congratulations, you're
now getting about 30 kills a minute
with next to no effort but pressing the fire button over and over, out of reach

of any counterattack you can think


of. Every time I come to the fort, it's always there: a guy with the helicopter
reaping endless kills, killing raiders
in their own HQ before they even get out of the weapon menus. This doesn't even
extend to the helicopter
''strategy'': a CAS pilot that can't find any targets can just fly by and strafe
the raider HQ in hope of getting a
bunch of kills.
Before you say ''oh noob pls you can just spawn on a different point whats the
problem in that stop complaining'',
take into consideration one thing: HQ's server their purpose as the point of spa
wning the player before he choses a
point to spawn in. That means, his character appears there with his menus open,
and once the player is done browsing
and selects the point to spawn, he gets teleported here. Teleported. Not spawned
. Every raider exists in HQ for a long
moment, and the forcefield they get really isn't long at all. That means that pi
cking a different ''spawning'' point
doesn't do jack shit, because you can still kill them while they're choosing the
ir spawn point. They
could even have all the points on the map and the helicopter guy shooting into t
he HQ can still cull their
numbers 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 stay
in the menus somewhere else, because
that doesn't solve the problem fully: raiders stuck in the HQ will still suffer
from the problem heavily, especially
when point B is being under strong USSF contestation. Just give them their own s
pawn protection, alike the aircraft
carrier. That's all. It will stop rockets from getting into their spawn, stop sn
ipers from picking off people stuck
in spawn high up in the air and generally make the game that bit more fair for r
aiders.

3. Speaking of spawn protection, the Aircraft Carrier's spawn protection is RIDI


CULOUSLY annyoying for raiders. Why?
Well, when you shoot a vehicle rocket into it, the barrier automatically kills t
he player who shot the projectile.
Now this doesn't sound bad, but take something in consideration - raiders shoot
from HQ towards point B, and to extent,
the aircraft carrier, and from point E and the ICBM towards points D and C, ALSO
towards the aircraft carrier. It's
VERY easy to accidentally hit the barrier and get instakilled by it. I seen coun
tless raider vehicles just spontaneously
combust because the driver shot the carrier on accident, hell, the projectile bo
unced off and hit the barrier! This is
not fun.
My suggestion is to simply make the barrier block shots from vehicles. Not kill
them. It's not like the bullets that
explode on the barrier are of any danger to you, the resetting mechanic is basic
ally disproportionate retribution
for something that never did harm in the first place and that is most probably s
omething done on complete accident.

4. Body fucking armor. 3x your health. Holy shit. That makes you an INCREDIBLY h
ard target to kill (unless
with a sniper rifle). It wouldn't even be as bad if that didn't also mean that i
t effectively triples a
vehicle's armor. Vehicles share health with the player. CAS jet is one hittable
without player armor. With
player armor, the starting RPG takes 3 hits to destroy it. 3 consecutive, shortinterval hits on a very
slim and extremely fast moving target that probably is focusing the RPG down bec
ause it's the only thing
that can even hope to destroy it. Yep. It's bullshit. It's literally pay to win.
Only reason it doesn't completely
run the game is because some people don't even know about it - it's placed in a
bit obscure menu.

5. Gold is earned way too fast, at least it feels like it. People who are decent
with vehicles and hoarded a bit
of 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 pretty
damn horrible, makes unlocking higher tiers of guns feel like a long, painful ch
ore.

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


===============
1. Sniper rifles
The big kahuna itself. The magic stick of one hit killing at any range you imag
ine. The problem with it is not that
it's ''too powerful'' (exception: M200, will be mentioned later) - it's that it'
s the way that you aim the sniper is
completely bullshit. You see, the sniper retains 100% accuary at any range, even
in 3rd person. The snipers were
clearly intended to be used mostly in 1st person (they even get a special x12 si
ght, for Pete's sake!), but nigh
noone uses them that way. They just use the 3rd person crosshair (too easy to ju
dge where the head is on this thing),
and press LMB. It's both incredibly easier to track targets this way AND you can
pre-aim from behind cover before
popping out of it in one moment, headshotting the target, then popping back behi
nd cover. You can't do that in 1st
person. This is heavy bullshit, taking on decent snipers is an EXTREMELY tedious
task, both raider-wise and USSF-wise.
This is yet another terrible homecoming of the 3rd-1st person hybridisation of t
he FoB. Additionally, I don't see any
point in even giving sniper rifles an ammo count. The fire-between-shots delay i
s long enough that you can reload the
rifle before shooting again.

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

2. Marksman rifles
Also known as ''useless rifles'', the marksman rifles are rifles that draw 10099% accuary from using aiming down-sights
in 1st person. Thoose rifles are pretty much completely overshadowed by sniper r
ifles. Why? Because MR's are limited
to 1st person that's a lot harder to use than 3rd person that the SR's can opera
te in. If you don't use down-sights, the
MR's become pretty much hilariously inaccuarate, to the point that at medium-tolongish ranges you're better off using a
freaking shotgun (that's just about as useless anyways). But then comes the othe
r end of the spectrum. If you somehow make
MR's work, they're the single most horrendously overpowered gun in the game. Ima
gine automatic sniper rifles. They're not
held back by the limit of the sniper rifle which is the long firing delay and sm
all ammo count - the G6 has 20 bullets, can
fire them as fast as you can press the left mouse button and kills an opponent i
n about 5-6 shots to the chest (if he
hasn't got any body armor), and bestows 100% accuary at absolutely any range, wh
ere even snipers can periodically deviate
from their aim, and also reload lightning fast. The only thing that holds them b
ack is the inconvenience and difficulty
of 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 suppose
d to be if not the fact that in 3rd person
the higher ''tier'' rifles become pretty much insanely overpowered. They have go
od-to-amazing accuary (especially if you use
1st person's down sights that realistically you shouldn't be using it in the fir
st place thanks to 3rd person), consistent
high damage, high ammo count and reload very fast, and also have an insane fire
rate (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 co
nsistent in their ridiculousness.

4. Light Machine Guns/LMG's


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

and the fact that the LMG's reload


abnormally fast themselves doesn't help. Fighting an LMG means you're permamentl
y under a wall of bullets that you're
pretty much completely stuck behind. It's not fun.

5. Submachine guns/SMG's
Submachine guns are ridiculous. They're basically directly better versions of a
ssault rifles: they have an absolutely
INSANE accuary (3rd person spray accuary is almost on par with an assault rifle
1st 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 a
vert your death. Once someone starts shooting
at you with an SMG, aims decently well and you didn't see it coming, you're DEAD
. You're FINISHED. There's virtually nothing
you can do. The SMG's reload rapid fast, too. Additionally, they, for some reaso
n, get an absolutely insane down-sights boost.
If you aim the P90 down-sights and you have the grip equipped, you can out-snipe
sniper rifles. That's so bullshit on so many
different levels.
6. Auxillary (Shotguns, rocket launchers and pistols)
6.1 Shotguns
Shotguns are pretty damn useless. Every pellet deals damage equal to one hit f
rom the basic, starter pistol secondary, and
it doesn't differ tier-to-tier. The top tier shotgun is barely even capable of k
eeping up with the other weapons in the game.
The only differences inbetween different shotgun tiers are rate of fire and the
pellet spread ratio. Shotguns also differ
in reload times based on the amount of pellets, one shell reloads quickly, all s
hells reload pretty much as slow as the starting
RPG. They're outclassed by pretty much every automatic weapon in the game, espec
ially LMG's that can outspray you to death.
6.2 Rocket launchers
Okay, this is a difficult one. Rocket launchers are pretty much the only balanc
ed cast of weapons in the entire game. Well, except
for the second rocket launcher that's completely fucking useless and reloads one
forever. The problem with rocket launchers is that
they're extremely dependent on who you're shooting at: they're good against peop
le 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 people
as some sort of concussion grenades (?!). They fire the rocket at someone, the e
xplosion makes them lag for some ridiculous reason,
then they switch to their primary (often LMG or SMG) and spray the person to dea
th 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.

The deagles...not so much. They're very accuarate death-dealers, ESPECIALLY the


.50 that can kill you in about 3 shots. Unless, of
course, you're packing the body armor, in which case in a clip and a half. That'
s kind of BS.

You might also like