In multiplayer FPS game, it's best when fights feel fair for both the attacker and the defender. Games such as Halo 2, Unreal Tournament, Quake and Team Fortress 2 have shown us what makes fire fights so much fun.
A slower fire rate, a better rhythm
Weapons have a lower fire rate. Weapons inflict more damage, but each shot also matters more. If you miss, you pay a bigger price for it. A lower fire rate is also better, because it's more readable. It gives an opportunity to the defender to time his movements and make his opponent miss shots. And if the player is attacked by multiple enemies, the defender isn't just drilled down to death in an instant. The player has many opportunities to make his opponents miss their shots. It's more skill-based, more challenging for everyone and it's overall more fun to play as well.
In Halo 2, the Battle Rifle was a 3 rounds burst shot weapon. It became the default starting weapon of the game, because it was much more interesting and skill-based than the Assault Rifle that was just full automatic. It's really annoying when you have 4 opponents shooting at you with a full-automatic Assault Rifle. But this is what we have in LawBreakers with roles such as:
- Enforcer | Aerator
- Wraith | Spektor
- Harrier | Shock Croc
- Vanguard | Hydra
- Gunslinger | Alpha & Omega
- Titan | Crisper
- Assassin | Romerus (rapid fire)
Whenever the player gets attacked by multiple opponents who are using those roles and weapons listed above, The player is unable to use and time his movements to make his opponents miss shots. It makes the gameplay unreadable, ultimately the player just dies in an instant and there isn't really anything players can do. And this is why ''deathballing'' is currently such a big problem in LawBreakers.
In Unreal Tournament, a decent fast-paced Arena FPS, most of the weapons shoot dodgeable slow enough projectiles.
- Flak cannon | Primary
- Flak cannon| Secondary
- Rocket launcher| Primary
- Rocket launcher| Secondary
- Link gun| Primary
- Bio Rifle| Primary
- Bio Rifle| Secondary
- Shock Rifle | Secondary
- Stinger | Secondary
- Grenade launcher | Primary
- Grenade launcher | Secondary
Even if you get attacked by 3-4 players all at the same time, players have opportunities to dodge projectiles and survive. Players have the power to turn things around and take control of the fight. More importantly, they are being rewarded for skillfully using their movements to stay alive, not just to move around the map.
That said, just like LawBreakers, Unreal Tournament also has hitscan weapons. However, their fire rate is much slower and they inflict more damage. Instead of taking 20-30 bullets to take out someone, it might take 4 shots with the Shock Rifle primary to take down someone. And approx. 6 shots with the Enforcer to take down an opponent. Again, this gives opportunities to the defender to time his movements, strafe left or right at the right moment to make his opponent miss shots. And when it comes down to the Linkgun secondary fire mode (lightning gun), unlike the harrier shock croc it doesn't hit across the map, because this just becomes very annoying for the defender. That's why it's mainly limited to short-medium range combat like the Crisper.
The gunplay in Lawbreakers feels bad
It's that quality, that rhythm, that made the gunplay of Quake, UT and Halo 2 so satisfying for both the attacker and the defender. And in result, it also makes teamwork feel more satisfying when the fire rate is slower, because each shot from everyone matters more during the fight. The gameplay is also more readable for everyone. It's not just 4 guys full-firing non stop at an opponent who cannot do anything other than trying to get out of sight as soon as possible. This is why in Halo 2, 3, Reach, 4 and 5... players start with a Battle Rifle, even with a pistol as secondary weapon in Halo 5, instead of an Assault Rifle. Same reason why Unreal Tournament let players start with an Enforcer (pistol that can be used as semi-auto or 3 rounds burst shot).
Recoil control and headshots
Counter-Strike Source was a game that had great full-automatic weapons and interesting recoil patterns. The recoil was interesting, because players really had to manually control their recoil in order to successfully land shots on a target and do it different depending on the range. Another reason why the recoil in that game was so great was because headshots were inflicting significantly more damage than bodyshots. it wasn't just about controlling the recoil, it was also about understanding how to use the recoil at your advantage to land headshots, so in some cases players had to aim at the feet of their opponents and perform a 4 rounds burst to both inflict damage to the body and successfully land a headshot in the process, thank to the recoil pattern of X weapon.
The recoil feels bad in LawBreakers, because to feather the trigger doesn't really make much of a difference and most headshots are just using a 1.5x damage multiplier wich really isn't much. It makes the gunplay feel very spammy and unskillful with both the Enforcer (Aerator) and Wraith (Spektor).
If players had to better control their recoil in order to successfully land shots and if headshots were instead had a 2x or 3x damage multiplier, the gunplay would feel a lot more satisfying and skillful. It would be a lot less spammy as well. it would bring to the table of much greater pacing to the fights. It would make feathering the trigger a valid option at medium to long ranges.
Of course, I'm not asking for insta-kill headshots. It currently takes 25 bodyshots to take out of Juggernaut with the Spektor or 18 headshots. 18 headshot to kill is ridiculously high. There is barely any difference between a bodyshot and a headshot. 1.5x really isn't enough. It would make more sense if it took either 6 or 12 well placed headshots to take out an opponent, meaning that it would finally be worth to feather the trigger to land accurate shots at medium and long range distances.