Official Soldat Forums
Soldat Talk => Game Improvements / Suggestions => Topic started by: ZdzichU on March 25, 2014, 02:05:25 pm
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I play a little longer time Soldat and decided to share with you my idea on WM.
sooo...
DE: +1 reload, -1 push, +1 dmg
HK: +3 spread
AK: +1 spread, +1 push
AUG: -2 push
Spas: +1 push
Ruger: -
M79: -
Brt: +7 bink
Minimi: +2 spread
Minigun: -1 dmg, +1 spreed, +1 StartUpTime
Ussocom: +2 reload
Knife: +2 dmg
Chainsaw: -
Law: -1 StartUpTime.
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DE: +1 reload, -1 push, +1 dmg
this weapon is already very strong right now.
HK: +3 spread
way too much
Brt: +7 bink
way too much
Minigun: -1 dmg, +1 spreed, +1 StartUpTime
makes this weaon even more useless as it is already
Knife: +2 dmg
that would cause deaths if you get hitted by a weak knife, which is not good
the current weapon mod is pretty good
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DE: +1 reload, -1 push, +1 dmg
this weapon is already very strong right now.
Maybe this "+1 dmg" is too much. But rest its good i think.
HK: +3 spread
way too much
Cuz this is weapon for short distanses. So more useless than now.
Brt: +7 bink
way too much
Brt is too easy now
Minigun: -1 dmg, +1 spreed, +1 StartUpTime
makes this weaon even more useless as it is already
Trust me, if you know how to play minigun this weapon is so OP
Knife: +2 dmg
that would cause deaths if you get hitted by a weak knife, which is not good
But sometimes i hiting enemy by really powerfull knife it's taking only 40-50% hp
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f12 for:
Minimi: +2 spread
Ussocom: +2 reload
AK: +1 spread, +1 push
rest is to much playing with it, so nope
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What are your thoughts on 1.6.7 beta2?
// Changes from 1.6.6 -> 1.6.7
// Deagles fireinterval +1
// HK MP5 spread +1
// Ak dmg +10, fireinterval +1, spread -1, push +3
// Steyr dmg -1
// Barrett startup +2, moveacc -1
// Socom dmg -1
General gameplay changes:
* Bullets do a lot less push on flags.
* Bullets now take into account the weapons' Push attribute when pushing flags.
* Moveacc was simplified to be more intuitive and be less erratic.
* Weapons with bink or moveacc (Ruger, Barrett, Minimi) will scale the cursor to show how accurate they currently are.
* Harder for accumulated bink to reach ridiculously high amounts.
* Bink didn't work in non-team based game modes (DM, Rambo, Pointmatch).
* When Spas is empty, it will now wait for the FireInterval to finish before starting the reload.
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Ak dmg +10 spread -1, push +3
Steyr dmg -1
wtf? 10?!
and why the hell you play with styer??? in 1.6.6 its a bit weak an now... its joke?
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This AK does around the same Damage per second and Push per second. You omitted the part where it's rate of fire was lowered.
Steyr is still the most popular choice for clan wars right now, by far.
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you know, normally we get +1 -1 or 2... and now 10! its looks a bit scary :] Its sad than no one play beta2 every day I check lobby and nothing... so its hard to test it in real life(bots are bots you know)
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When are you going to realize Deagles are overpowered and need nerfing?
// Ak dmg +10, spread -1, push +3... what the flying fuck is this?
// Barrett startup +2. It's pretty good the way it is already, don't know why you'd add more.
// Socom dmg -1, why? all other secondaries are insta-kill and are for more better in situations then Socom.
Also, what about spaz? I've been a victim of unloading 3-4 pellets on a players body to not have them take ANY damage. It's even more funny that in some cases when the first 2 pellets don't register, the 3rd kills in one hit.
Do I even have to mention how pointless it is to use guns such as: spaz, and ruger. Especially when it's easily outgunned by Deagles, a gun which is far more easier to spam nades and bullets, and literally has no restrictions compared to Ruger and Spaz. Also, how come it has no Movement Acc, has a shorter fire interval then spaz, and has more push then ruger and only slightly lower from spaz? Did I also mention it's able to kill in 2 shots? Don't know how obvious it has to be for you to see it's overpowered and far better then any other auto and semi in soldat.
Steyr is still the most popular choice for clan wars right now, by far.
Only because it shoots straight, not because of the damage. From this past season, i'd say from my experience, a majority of players use weapons other than steyr.
Usually when they do, it's often for alt route or when they're going to be rushing a lot. But when people need a quick win or can't beat someone by pure aim they turn to Deagles, the OP weapon in soldat.
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yes this is true that Deagles are OP a bit, I use them for past few months and in one way I loved them by this, but in other way its weird a bit...
And for god sake don't play with styer anymore... I love that gun, dont destroy it more than its it now...
If its turn out that you gonna make -1 dmg sorry, but I'll pass soldat and say BB.
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Wonder why is the AK buffed. For what I've seen it's already the weapon of choices for killwhores in gathers. You know the guys who post screenshots with 60+ kills in the sctfl forum.
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AK for me is good in 1.6.6, maybe more spread to it and it would be good.
It have bigger mag and dmg than styer so its good at its is, dont see the point of buffing it now. Just to piss off more people and make styer worst?
If someone want accurate shoot and quick reload: styer
bigger mag but less accuracy? AK
dick with no brain? minimi is for you :D
dick 2: advanced killwhore return? minigun is here!
Don't get me wrong but its look more like 2-3 people play in private server and decide what to change in WM depend on their mood.
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Steyr is still the most popular choice for clan wars right now, by far.
I think Aug just needed to lower push, cuz its so easy to push flag or team mate like Spas. I don't why Aug -1 dmg and Ak -1 spread :c
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DE: +1 reload, -1 push, +1 dmg
Too OP
HK: +3 spread
Maybe +2
AK: +1 spread, +1 push
No Its finally balanced with AUG
AUG: -2 push
You knew that Aug is still the most preferred Auto-Rifle ingame so obviously no
Spas: +1 push
Nah... Would rather see spread a lithe bit more
Brt: +7 bink
Go Burn in hellllll!
Minimi: +2 spread
+2 spread if -1 or -2 recoil so it would be more of a support weapon
Minigun: -1 dmg, +1 spreed, +1 StartUpTime
REMOVE THE MINIGUN IN MY OPINION :D
Ussocom: +2 reload
Yes or No ... Dunno
Knife: +2 dmg
Nope
Law: -1 StartUpTime.
I learned to calculate the LAW startup time when aiming. Now Shortening it would mean that I will again have to learn how to use a weapon I mastered
All in all
Not so good ideas mostly cause Soldat balance is so damn Fragile :/
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my suggestions:
// Changes from 1.6.6 -> 1.6.7
// Deagles fireinterval +1
/ Deagles (for reload I think it should be double reload of socom, it does make some sense I think, how long should it take to reload them, anyway look at the reload of ak and steyr )realod +17 or +13 (think of it) 9 bullets (balance dmg so it would kill 3 ppl if 3 double bullets would hit torso)
( There are different types of Desert Eagle handgun. Depending on the caliber that you have will let you know how many bullets can be held. For the .357 it holds 9 bullets, .41 and .44 hold 8 bullets, and the .50 hold 7 bullets.)
// HK MP5 spread +1
// HK MP5 spread +1 reload +3
// Ak dmg +10, fireinterval +1, spread -1, push +3
Ak dmg +25, spread +4, 30 bullets (if this game is really based on CS, having AK you should fire 2-4 bullets then short pause, my friend tip, he had amazing aim, and that was the way this weapon worked best, why? don't rly know, I wasn't rly playing it ;p )
// Steyr dmg -1
don't really know, but based on what people say it needs a nerf, so maybe this dmg - 1 will do the job
// Barrett startup +2, moveacc -1
// Barrett startup +3 moveacc +2 fireinterval - 15 (that would increase camping I think, but I like things more realistic it's fun for me ;p )
// Socom dmg -1
// Socom dmg - from 1 to 3
Spas: dmg +25 fireinterval + 15 speed - 10
Ruger: dmg +10 fireinterval +5/10 reload +10/15
M79: I suggest to add +15 startuptime I know people complain a lot about M79 noobs because it's "easy weapon", well maybe it's true
Minigun: dmg - 5 fireinterval -1 spread -1 ammo +100 (which is 200) reload - 10
FN Minimi: don't have time to think about it, you wont take my ideas anyway lol xDD
chainsaw: limited ammo! 200 reload 80 and maybe startuptime +1 I don't really like startuptime for chainsaw but I want it to be balanced
Law: -1 StartUpTime.
I learned to calculate the LAW startup time when aiming. Now Shortening it would mean that I will again have to learn how to use a weapon I mastered
I agree, no change for law!
anyway for me chainsaw change is only important because this unlimited ammo prevents from modding this weapon, and the rest is like whatever for me, but I did my best on writing my opinion. It's whatever because we can mod weapons on our servers so...
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More of your suggestion would destroy balance but some of them are good.
PS do you even played most of this weapon more than month? Because its seams not :]
// HK MP5 spread +1 reload +3
+3 reload? tell my why? why do you think its need longer reload
Ak dmg +25, spread +4, 30 bullets (if this game is really based on CS, having AK you should fire 2-4 bullets then short pause, my friend tip, he had amazing aim, and that was the way this weapon worked best, why? don't rly know, I wasn't rly playing it ;p )
This is totally buls#it. You dont play with Ak and you want massive modding of it?
// Steyr dmg -1
Don't even dare to talk about my weapon if you didnt even use it. >:[
// Barrett startup +3 moveacc +2 fireinterval - 15 (that would increase camping I think, but I like things more realistic it's fun for me ;p )
If you like camping go play CoD or something.
Spas: dmg +25 fireinterval + 15 speed - 10
25? really? Spas is very delicate weapon, if you are good with it you can kill with even one shoot, dmg if spass is good, only spread could be better.
M79: I suggest to add +15 startuptime I know people complain a lot about M79 noobs because it's "easy weapon", well maybe it's true
True. I use m79 only in AUS7 because its my server for chilling out with players that didnt realize that playing with ping 400 is a bit stupid...
Minigun: dmg - 5 fireinterval -1 spread -1 ammo +100 (which is 200) reload - 10
200ammo? think about it again....
FN Minimi: don't have time to think about it, you wont take my ideas anyway lol xDD
FN is a bit OP, its good weapon with team play, when one person use it as a covering fire, but for most of time its used by idiots that just like to spray with no aim.
chainsaw: limited ammo! 200 reload 80 and maybe startuptime +1 I don't really like startuptime for chainsaw but I want it to be balanced
I hate chainsaw, weapon for small dicks that just spawn for 80% of map time. Maybe 15% of player use it for close range situations, as a last defense.
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my suggestions:
// Changes from 1.6.6 -> 1.6.7
// Deagles fireinterval +1
/ Deagles (for reload I think it should be double reload of socom, it does make some sense I think, how long should it take to reload them, anyway look at the reload of ak and steyr )realod +17 or +13 (think of it) 9 bullets (balance dmg so it would kill 3 ppl if 3 double bullets would hit torso)
( There are different types of Desert Eagle handgun. Depending on the caliber that you have will let you know how many bullets can be held. For the .357 it holds 9 bullets, .41 and .44 hold 8 bullets, and the .50 hold 7 bullets.)
// HK MP5 spread +1
// HK MP5 spread +1 reload +3
// Ak dmg +10, fireinterval +1, spread -1, push +3
Ak dmg +25, spread +4, 30 bullets (if this game is really based on CS, having AK you should fire 2-4 bullets then short pause, my friend tip, he had amazing aim, and that was the way this weapon worked best, why? don't rly know, I wasn't rly playing it ;p )
// Steyr dmg -1
don't really know, but based on what people say it needs a nerf, so maybe this dmg - 1 will do the job
// Barrett startup +2, moveacc -1
// Barrett startup +3 moveacc +2 fireinterval - 15 (that would increase camping I think, but I like things more realistic it's fun for me ;p )
// Socom dmg -1
// Socom dmg - from 1 to 3
Spas: dmg +25 fireinterval + 15 speed - 10
Ruger: dmg +10 fireinterval +5/10 reload +10/15
M79: I suggest to add +15 startuptime I know people complain a lot about M79 noobs because it's "easy weapon", well maybe it's true
Minigun: dmg - 5 fireinterval -1 spread -1 ammo +100 (which is 200) reload - 10
FN Minimi: don't have time to think about it, you wont take my ideas anyway lol xDD
chainsaw: limited ammo! 200 reload 80 and maybe startuptime +1 I don't really like startuptime for chainsaw but I want it to be balanced
Law: -1 StartUpTime.
I learned to calculate the LAW startup time when aiming. Now Shortening it would mean that I will again have to learn how to use a weapon I mastered
I agree, no change for law!
anyway for me chainsaw change is only important because this unlimited ammo prevents from modding this weapon, and the rest is like whatever for me, but I did my best on writing my opinion. It's whatever because we can mod weapons on our servers so...
WTF. Do you even know what you just wrote?
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Minigun: dmg - 5 fireinterval -1 spread -1 ammo +100 (which is 200) reload - 10
Lol. 200 ammo. I can do triplle kill playing 3v3 CTF all the time. Imagine what will be with 200 ammo.
You dont play with Ak and you want massive modding of it?
Totally agree with Akinaro :)
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I hate chainsaw, weapon for small dicks that just spawn for 80% of map time. Maybe 15% of player use it for close range situations, as a last defense.
you write things like you would know everything, like you would have soldat database in your head but you dont....
you tell me that I don't play with AK and I make a mod suggestion about it? look at yourself. Maybe 15% of player use it for close range situations, as a last defense.
where did you get this?shows that you make random post while you know nothing about it...
I hate chainsaw, weapon for small dicks that just spawn for 80% of map time.
This is totally buls#it.
you hate it because you are not good with it?
anyway your post about chainsaw is totally useless why did you even post it? it's not a suggestion
You dont play with Ak and you want massive modding of it?
even if I made a huge random mod for AK so what? I can make a suggestion... maybe it would actually work, did you test it? NO...
+3 reload? tell my why? why do you think its need longer reload
compare it to steyr... HK MP5 has bigger dmg and shorter reload... well yes smaller speed but, I think reload is too fast... and don't think I want to nerf it because I dont like this weapon, to be honest it's my favorite automatic weapon, unless I play realistic...
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HK MP5 has bigger dmg and shorter reload... well yes smaller speed but, I think reload is too fast
Hk for ultra short distances, fast "spraying", maybe this is the reason about fast reload?
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you tell me that I don't play with AK and I make a mod suggestion about it? look at yourself.
But I didnt suggest modding it... I just write my opinion about it :]
Learn the difference :]
and stop barking so loud, puppy should be so loud...
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Ah some weapon mod discussion. Always put people in a good mood. ;D
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hehe... Bonecrusher wanted to flame war... I didnt want it but... why not? xD
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Its the way you push your 'arguments' forward. You have grown a quite condescending tone on you and provoke people by harassing them verbally. Talk politely and you can discuss in a prolific and constructive way.
Either way, my words are lost on you.
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You have something more to say?
Or you just came here to post some useless offtop?
I was discuss about WM and post one offtop, you just came here with no reason just to post this? Niceeee....
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What are your thoughts on 1.6.7 beta2?
// Changes from 1.6.6 -> 1.6.7
// Deagles fireinterval +1
// HK MP5 spread +1
// Ak dmg +10, fireinterval +1, spread -1, push +3
// Steyr dmg -1
// Barrett startup +2, moveacc -1
// Socom dmg -1
General gameplay changes:
* Bullets do a lot less push on flags.
* Bullets now take into account the weapons' Push attribute when pushing flags.
* Moveacc was simplified to be more intuitive and be less erratic.
* Weapons with bink or moveacc (Ruger, Barrett, Minimi) will scale the cursor to show how accurate they currently are.
* Harder for accumulated bink to reach ridiculously high amounts.
* Bink didn't work in non-team based game modes (DM, Rambo, Pointmatch).
* When Spas is empty, it will now wait for the FireInterval to finish before starting the reload.
This damage to AK looks scary... unfortunately doubt anyone will test this out currently :(
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still 0 players in beta2 servers... only sometimes 1-2 people in climb server... hard to test this with bots in SP...