Reduced Weapon Damage
2013-08-20, 02:00 PM (This post was last modified: 2013-08-20, 02:34 PM by Victor.)
#1
Reduced Weapon Damage
The weapons are supposed to deal damage between AC-like damage (classic mutator) and realistic damage (hardcore mutator).

All of the weapons are currently overpowered because the damage leans closer to realistic damage, so it is very easy to get kills as long as you are the first to shoot.

Please suggest some damage values (close and far range) for the weapons.

The multipliers (head/torso) are currently: (legs are always 1)
Sniper - 5/1.4
Shotgun - 4/1.2
All others - 3.5/1.1 (the head damage should be increased to ensure one-headshot kills)

Realistic causes double damage (realistic damage)
Classic (without realistic) causes half damage (AC-like damage)

NOTE: this is the last change before 2.5.9 can be released, which will be protocol-compatible with 2.5.8.

Best regards,
Victor
//victorz.ca
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2013-08-20, 02:28 PM (This post was last modified: 2013-08-20, 02:34 PM by dm.mossberg590a1.)
#2
RE: Reduced Weapon Damage
I disagree some weapons are OP but some are ridiculously underpowered. The only three weapons I found OP in normal mode were the Barrett, AK 47, and the RPG. The rest were all underpowered. I suggest nerfing these three overpowered weapons. Maybe reducing the fire rate of the AK by 1/4, increasing the recoil of the Barrett by 1/2, and allowing only one spare rocket for the RPG and making the RPG a primary.

The normal assault rifle in AC kills in about 6 hits I think. The M16 kills in 4 hits. That seems reasonable to me.

The submachine gun should have nerfed damage to 20 (5 hit kill) and increased fire rate and less recoil. That is comparable to the submachine gun in AC.

The AK should be like the carbine in AC, powerful but slow fire rate.

The Barrett should take just as long as the Cheytac to get back on target through recoil.

This is in normal mode, in hardcore mode the damage should be more realistic.

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"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off." - Bjarne Stroustrup
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2013-08-22, 01:05 PM (This post was last modified: 2013-08-23, 07:05 PM by Victor.)
#3
RE: Reduced Weapon Damage
These are the current damage specs:

Snipers: 1/1.4/5
Shotgun: 1/1.2/4
Others: 1/1.1/3.5

Knife - 80-8
Pistol - 36-19
Shotgun - 10-3 (*24 = 240-72)
SMG - 36-15
Sniper - 45-35
Bolt - 120-70
Assault - 32-22
Grenade - 230
Akimbo - 36-19 (same as Pistol)
Heal - 20-10
Sword - 90-9
RPG - 170
Assault 2 - 46-30
Sniper 2 - 110-65

I think they should be replaced with something similar to these specs: (shots to kill is included: near - far = nearHC - farHC = nearClassic - farClassic)

Snipers: 1/1.4/4 (the head multiplier doesn't need to be so high)
Shotgun: 1/1.3/5 (give a little more power to the shotgun)
Others: 1/1.2/5.5 (more power to get one-headshot kills)

Shotgun - 10-3 (x24 = 240-72), 13-3.9 (312-93.6), 40-12 (960-288) - 1/1 - 2/2 = 1/1 - 1/1 = 1/1 - 3/3 (if all shots hit, same as before, but with higher multipliers)

Grenade - 230 (maybe 220 and nerf the range a little?)
RPG - 170 (increase to 190 and decrease the range?)

Pistol/Akimbo - 32-21, 38.4-25.2, 176-115.5 - 4/3 - 5/4 = 2/2 - 3/2 = 7/6/2 - 10/8/2
Pistol/Akimbo - 32-24, 38.4-28.8, 176-132 - 4/3 - 5/4 = 2/2 - 3/2 = 7/6/2 - 9/7/2 (Alternate choice)
SMG - 35-15, 42-18, 192.5-82.5 - 3/3 - 7/6/2 = 2/2 - 4/3 = 6/5/2 - 14/12/3 (reduced range to make it less overpowered)
Assault - 28-19, 33.6-22.8, 154-104.5 - 4/3 - 6/5 = 2/2 - 3/2 = 8/6/2 - 11/9/2
Assault 2 - 42-30, 50.4-36, 231-165 - 3/2 - 4/3 = 2/1 - 2/2 = 5/4 - 7/6/2

Sniper - 45-36, 63-50.4, 180-144 - 3/2 - 3/2 = 2/1 - 2/1 = 5/4/2 - 6/4/2 (endpoint damage is slightly higher)
Bolt - 120-72, 168-100.8, 480-288 - 1/1 - 2/1 = 1/1 - 1/1 = 2/2 - 3/2 (endpoint damage is higher)
Sniper 2 - 110-65, 154-91, 440-260 - 1/1 - 2/2 = 1/1 - 1/1 = 2/2 - 3/2 (same as before)

I also think that the RPG should start with 1+1 (instead of 1+2) and the max ammo 1+6 should be reduced to 1+3. Also, picking up ammo should only add 2 1 instead of 3.

The M21 should be extended to 20-shot mags, but start with 1+1 = 40 rounds (instead of 1+3 = 40 rounds), but pick up 1 mag = 20 rounds (instead of 3 = 30 rounds). The maximum ammo should be decreased from 1+8 (90 rounds) to 1+2 (60 rounds).

I will run a test server with these settings.

Best regards,
Victor
//victorz.ca
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Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
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2013-08-24, 06:16 AM
#4
RE: Reduced Weapon Damage
bolt should have more than 120 damage even over distance. without those one-shot-kill possibility noone would use it.

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2013-08-24, 07:17 AM
#5
RE: Reduced Weapon Damage
It still delivers one-shot kills to the torso at long distances.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2013-08-24, 07:29 AM
#6
RE: Reduced Weapon Damage
seems i misread it

The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
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