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LawBreakers Rep

  • time to remove hitscan from weapons?

    I wouldn't say ''remove'', but more varied fire rates and amount of damage could be welcome. Several hitscan weapons just play almost the same: aim at the target, hold down the trigger, track, kill... repeat. For one weapon, that's cool. For two weapons, oky... but when you have Vanguard + Enforcer + Harrier + Wraith + Titan that does it, man... where is the variety?
  • LB isn't the skill-based FPS that was promised

    LawBreakers is a work of love, it's a beautiful game with a beautiful universe and, in terms of gameplay, it was said to be...
    ''Are you skilled AF?''
    ''LawBreakers is the Dark Souls of FPS.''
    “The Mortal Kombat of FPS games.”
    In order to be successful my money’s on making a game that has arena shooter DNA but feels like it’s for 2016 and beyond.
    ''LawBreakers won't have a bull*** Beta one week before the release of the game, because you can't fix anything in that time period.''
    “Any role in this game, played right, can take out any other role”
    “Also, in Overwatch, if I enter a room with four, five, six people from the other team, I don’t stand a chance of really taking them all out. If you’re really good at this game with any of the different roles and classes, you can take out an entire team.”

    This is basically how the game was marketed by Cliffy B in interviews; a skill-based multiplayer FPS game.
    Unfortunately, LawBreakers is not the skill-based multiplayer FPS game that was promised.

    • If an Enforcer manages to land an Electromag Charge on an opponent, he is most likely to win the outcome.
    • If the Harrier successfully marks an opponent with laser tag she will most likely to win the outcome.
    • If the Wraith can get close enough, he is most likely to win the outcome.
    • If assassin successfully hits with flux blast she could easily perform a combo, grapple you easy and finish you off either with more melee or Romerus.
    • If you find yourself in 0g against a Gunslinger, he is most likely going to charge shot you 3 times before you can even do anything.
    • If Titan successfully hits someone with neutron mine, it almost guarantees a free kill with rockets or crisper.
    • When it comes to melee attacks, the gameplay doesn't match the visuals making it impossible to defend against those effectively.
    • Etc.

    The roles in LawBreakers are too efficient at certain ranges in certain contexts and most of them have abilities that makes it easy and cheap to get kills with the weapons or skillset they have. And because roles depend so much on Ability - Cool down and Reload times, if 3 opponent rush you are most likely dead. You'll be able to take out 1 of 3 at best, unless they were already wounded. And not only that, but unlike Unreal Tournament, half of the roles in LawBreakers have full-automatic/beam-like weapons that barely have any recoil and are super precise. Players can't really use their movements and avoid getting shot as we can do a skill-based game like Unreal Tournament. LawBreakers doesn't show an understanding of what makes the combat in games like Unreal Tournament so great. Players not only could move skillfully around the map, but they could also skillfully move to avoid getting shot. And that's unfortunately not a quality that LawBreakers has. It doesn't have the ''arena shooter DNA'' that Cliffy B said it had.

    And because the game isn't skill-based, the game really isn't fun to play for advanced players and especially not fun to play at top tier levels. It's a really frustrating game to play, full of cheap shots (flux blast, electromag charge, neutron mine, ultras like chrono switch, visually out of sync melees, etc.). And this is why all the top competitive LB teams left the competitive scene. LawBreakers is not fun to play, it's not skill-based. And what is the most frustrating thing is that LawBreakers could be that next big FPS game experience, that skill-based multiplayer FPS game that we've all been waiting for, finally a modern spiritual successor to both Quake and UT.

    Honestly, I really think that LawBreakers can be that awesome skill-based game that was promised and that would be an absolute blast to play at all skill levels. But to pull it off, BKP will have to accept what they did wrong and clean up the game, get rid of the cheap stuff and replace them with more skillfull mechanics. Otherwise, I can't see how anyone would be able to play this game for years.

    If ever Cliffy B changed his mind and want to take a different direction with the game and create something more casual like Overwatch, I would like to know. And because the game isn't as skill-based as advertised a lot of players think that Lawbreakers is just another Hero Shooter similar to Overwatch. There is a lot of confusion about what LawBreakers is supposed to be. But I have faith in BKP/Nexon and hopefully you guys will keep working hard and make it right.
  • LawBreakers must have a Free to Play version

    I'm not sure why BKP/Nexon hesitate to go free to play, but you guys have absolutely nothing to lose and everything to gain from creating a Free to Play version (roles on rotation) that would allow players to play with those who own the Full Version.

    You could allow players of the Free to Play version to...
    • Purchase Stash Boxes.
    • Purchase Credits.
    • Purchase a role that they are very interested in.
    • Purchase the Full Version.

    And if Lawbreakers ever has modding tools, allow them to have the ability to create user-generated content too.
  • Omega & Romerus

    In this post, I take the time to explain in detail why I'm convinced that LawBreakers would be a much better game if BKP could simply remove those charged shots on both Romerus (Assassin) and Omega (Gunslinger).
    Interviewer: What challenge did you face throughout the development, and did any of these increase as the fanbase did too?

    Bleszinski: We faced the problems of drowning on our own fiction and universe, as well as figuring out how, over multiple games, you can win a ‘battle’ but not the water. On the multiplayer side, we learned that with each sequel, there’s always a risk of upsetting fans by adding in new guns. If I could go back in time I would remove the sawed-off shotgun. Yes, I’m willing to admit when I’m wrong.

    The story repeats itself with LB, but this time with Omega and Romerus (charged shots).

    Each gameplay mechanic has a certain range of efficiency and ease of use. In order to keep the game fun and feeling fair, the gameplay mechanic has to be within a certain range in both cases. Romerus and Omega charged shots are at the extreme end of the spectrum, like the Sawed-Off shotgun in Gears of War 3. It's a shotgun that inflicts extreme damage at a very short range. You really don't have to aim, it auto-kills anything within its range. In LawBreakers, the weapon balance differs, but you'll find roles that can inflict 37 dmg per shot when the Gunslinger or Romerus can inflict 200+ dmg per shot. And from a longer distance, the ratio remains similar despite the dmg fall off. What we need to keep in mind is how easy or difficult it is to land a first shot. How easy or difficult it is to charge such shot during an actual fight. And how easy or difficult it can be to finish a fight.

    With any other role than the Enforcer or Assassin, in order to inflict a high amount of damage, you really have to land successfully multiple consecutive shots. With charged shot of Omega or Romerus, we are talking about inflicting a high amount of damage only with a single shot. We are talking about shots that can inflict more damage than Pulverize, Stinger or else in a single attack. Where this becomes an issue isn't during a fight, it is at beginning and the end of a fight. Situations where an assassin or a gunslinger have started to charge a shot, they come out from behind a wall, see an opponent and can immediately released a devastating attack. It's easy to do, undeserved and it heavily punishes an opponent out of nowhere. And unlike all other roles, the defender can't really do anything about it. He can't really see it coming or anything. It just happens. Now, if that unlucky opponent was already wounded, those attacks can inflict such a high amount of damage, it makes it even easier to finish off some random opponents.

    And then on top of that, LawBreakers is a game with which gun shots and explosions influence your player movements as the defender and we also find other influences such as 0g zones, Flux blast, chrono switch, neutron mine, tight corridors, chokepoints (entrances), etc. Things that can make it easier to successfully land charged shots.

    LawBreakers is a game in which exchanges should be fun at all time. The charged shots on both Romerus and Omega work against that. Those examples are in the same category as the shock combo in UT or triple rockets (charged). Or the AWP in Counter-Strike. Or when players were performing an active-reload in Gears of War with the sniper rifle, because you could take down an opponent with a single shot to the body, EZ. We have seen countless of examples like this in many games during the past 20 years.

    Simply remove the charged shot mechanic on Romerus (Assassin) and also the one on the Omega (Gunslinger). This game really doesn't need those two attacks and they are more likely to piss players off over time.
  • [Design] Gunplay could benefit from improvements

    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.