WEAPON BALANCE in SA: He's Just a Natural; CONVENTIONAL WARFARE

Random shot group correction

Problem

Solution

Reproducible and predictable kills

Problem

Solution

Shooting difficulty that needs control

Problem

Solution

Greetings, Operatives! My name is Kyung-Bae Yoo, and I am a game designer at Team Waffle, focused on the battle system and weapon balancing in First Assault. Today I will be going over the shooting system revamp we’ve been working on for the next update.There are three major issues with the shooting system that were addressed in the revamp:: The current system has an emphasis on crosshair management to balance hip and precision firing.: With this update, shots are fired randomly in the crosshair as before, but the probability to significantly deviate has been lowered. This is the biggest issue that has been addressed.: We determined there was a high frequency of kills that happened due to luck rather than a player’s shooting skills, meaning skill differences were not being accurately reflected: A unique patterned shot group exists for each weapon, and they will always fire shots while creating similar patterns. Of course, it does not draw patterns that are 100% identical. There will be a slight margin of error which will reflect the weapon’s accuracy. Through these patterns, we expect reproducible and predictable kills to occur dependent on the skill level of each weapon.: The difference between the shooting difficulty of beginner and skilled shooters needed to be increased.: We differentiated characteristics on weapon classes more clearly (SMG/AR/SR/SG/MG). Consequently, shooting difficulty was slightly increased, and we expect players to play with skills that achieve kills through control. We differentiated characteristics a little more clearly through the stability and accuracy aspects dependent on the shooting situation, such as those of the character moving state (ex: jumping up and down, moving from side to side, etc) and of hip and precision firing.The shooting system revamp is meant to create a system based on player skill and the ability to achieve reproducible kills. And remember, this is not the end, but a solid beginning of our efforts into making the game balanced, yet keeping the fun factor. We hope that you will enjoy this revamped system.Be sure to leave us your feedback on this new system once the update goes live! Thank you for your continued patience and support during these development stages of First Assault!