Author Topic: Secondary balance  (Read 7053 times)

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Offline Horve

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Re: Secondary balance
« Reply #20 on: December 26, 2006, 06:07:39 pm »
I just wanted to open a thread for us to talk about secondary balance a little. Here is how I feel..

Saw: Needs little besides faster fire rate to help with non-lethal pass-throughs

Combat Knife: Among the most balanced weapons of the game:

Socom: Its a very effective side-arm for finishing enemies off, yet too effective as a stand alone weapon for one-shot-kill or other high reload users. by stand-alone weapon, i mean for 100% to 0% kills, then reload, do another.. it makes for a desperate mans primary. maybe 15 bullets per load with an uglier reload would make it more of a finish-off gun.

LAW: Although it was wisely given a forget-about-it reload time, i still think its one hit kill is too easy. the gun is seemingly unbinkable. Also, it has a strange shot interval it starts out with, which is a bother to get rid of during a calm moment, so that it can be more readily used. I think it should have more bink, but no shot interval.

thoughts? (note: these perspectives come from a DM-lover)



Well, In my op., the only thing that should get its piece of balance is the saw... although I have no idea how that would be possible.

Offline Raithah

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Re: Secondary balance
« Reply #21 on: January 05, 2007, 10:13:52 pm »
Keep the Socom the way it is ! Ask anyone who's any good with a Spas; you can't shoot efc's with a shotgun :|

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Offline popsofctown

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Re: Secondary balance
« Reply #22 on: January 06, 2007, 01:40:35 pm »
Keep the Socom the way it is ! Ask anyone who's any good with a Spas; you can't shoot efc's with a shotgun :|

hm, never thought of that.  no one is going to touch socom's shot speed though, don't worry.
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Offline jrgp

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Re: Secondary balance
« Reply #23 on: January 06, 2007, 02:12:09 pm »
I think the secondaries are balanced perfectly fine, the only thing that needs to be fixed is the hit-reg system, lag is a huge factor to the apparent balance of weapons.
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Offline Horve

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Re: Secondary balance
« Reply #24 on: January 06, 2007, 02:12:39 pm »
I just wanted to open a thread for us to talk about secondary balance a little. Here is how I feel..

Saw: Needs little besides faster fire rate to help with non-lethal pass-throughs

Combat Knife: Among the most balanced weapons of the game:

Socom: Its a very effective side-arm for finishing enemies off, yet too effective as a stand alone weapon for one-shot-kill or other high reload users. by stand-alone weapon, i mean for 100% to 0% kills, then reload, do another.. it makes for a desperate mans primary. maybe 15 bullets per load with an uglier reload would make it more of a finish-off gun.

LAW: Although it was wisely given a forget-about-it reload time, i still think its one hit kill is too easy. the gun is seemingly unbinkable. Also, it has a strange shot interval it starts out with, which is a bother to get rid of during a calm moment, so that it can be more readily used. I think it should have more bink, but no shot interval.

thoughts? (note: these perspectives come from a DM-lover)



figured out how to even saw, here's the answer:

[Chainsaw]
Damage=713
FireInterval=2
Ammo=100
ReloadTime=100
Speed=70
BulletStyle=11
StartUpTime=0
Bink=-300
MovementAcc=1

this should fix the saw, not that this increases saw's accuracy-> Bink=-300
how you might ask, simple, after exactly 4 saw chops(bullets) your aimer starts to go wide, thus making the bullets shoot in all directions between 50-130 degrees, but as you know the saw does not fire bullets away, it has a certain range of fire, so it cuts many places making it 50% easier to Hit an enemy melee. Its remains as a melee weapon thow.

Offline rithlore

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Re: Secondary balance
« Reply #25 on: January 06, 2007, 03:14:15 pm »
the soccom is a good secondairy when using barrett
have a great weapon mod on my server :D

Offline popsofctown

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Re: Secondary balance
« Reply #26 on: January 06, 2007, 05:30:11 pm »
the soccom is a good secondairy when using barrett

yes, the soccom is the perfect secondary for the barret.  I get mad when the foolish sniper pick the law for thier secondary.
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Offline MofoNofo

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Re: Secondary balance
« Reply #27 on: January 06, 2007, 07:07:42 pm »
I miss 1.2.1 secondaries :(

Actually, I miss doing the superman-law-shot in 1.1.4


the soccom is a good secondairy when using barrett

yes, the soccom is the perfect secondary for the barret.  I get mad when the foolish sniper pick the law for thier secondary.

Camping is more fun with a LAW.

Offline papercut

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Re: Secondary balance
« Reply #28 on: January 06, 2007, 08:27:34 pm »
I can see what you mean about socom, a longer reload would really help.

Knife is good like you said

Chainsaw could use a tad more speed between shots. It works with bots, but online you can run right through people 60% of the time and not kill them.
EDIT: Horve is a genius, That's an awesome idea.

I think the "forget-about-it" reload time is good enough. It's used only once per person, which is acceptable enough for me.
« Last Edit: January 06, 2007, 08:29:56 pm by papercut »
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Offline popsofctown

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Re: Secondary balance
« Reply #29 on: January 06, 2007, 09:37:03 pm »
wow, someone agrees with me about the socom. 

I think the only unanimous thing ive found is that everyone agrees the saw could use more speed.
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Offline MofoNofo

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Re: Secondary balance
« Reply #30 on: January 07, 2007, 07:59:45 pm »
Why don't we NOT play with the secondaries. The more you idiots complain about weapons, the more crap they seem to get each version.

Look what happened to the autos and the barrett :(
....AND THE DEAGLES!!  :'(

Offline popsofctown

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Re: Secondary balance
« Reply #31 on: January 07, 2007, 09:16:03 pm »
well, the only thing i would truly advocate is more speed for the saw, which is not a nerf
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Offline Hiro

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Re: Secondary balance
« Reply #32 on: January 12, 2007, 04:59:25 am »
well, the only thing i would truly advocate is more speed for the saw, which is not a nerf

Horve is a genius, That's an awesome idea.

That about sums up me. The other weapons are fine.
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Offline iPod

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Re: Secondary balance
« Reply #33 on: January 12, 2007, 05:26:59 am »
The thing that needs fixing about the Saw is not it's clip, or it's firing rate or whatever. How about making it actually work (like it used to a long time ago?) It registers the worst out of every weapon. You can literally go through someone and get blood to spray client side several times without enacting a kill server-side. It also doesn't register at the point of the saw (where it should be) it registers a short distance in front. In the current version it's completely useless if the server has any guns enabled, no matter how good you are. It's a buggy knife with no throw feature.. I mean come on! :P

In case you're wondering, I've been sawing since 1.1.5 and the problems with the saw are quite noticable to me.
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Offline Outcast

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Re: Secondary balance
« Reply #34 on: January 12, 2007, 09:04:57 am »
I just wanted to open a thread for us to talk about secondary balance a little.  Here is how I feel..

Saw:  Needs little besides faster fire rate to help with non-lethal pass-throughs

Yes.

Combat Knife:  Among the most balanced weapons of the game:

Yes.

Socom: Its a very effective side-arm for finishing enemies off, yet too effective as a stand alone weapon for one-shot-kill or other high reload users.  by stand-alone weapon, i mean for 100% to 0% kills, then reload, do another.. it makes for a desperate mans primary.  maybe 15 bullets per load with an uglier reload would make it more of a finish-off gun.

No. Socom kills 2 people if need be, with one clip. A bit less damage only.


LAW:  Although it was wisely given a forget-about-it reload time, i still think its one hit kill is too easy.  the gun is seemingly unbinkable.  Also, it has a strange shot interval it starts out with, which is a bother to get rid of during a calm moment, so that it can be more readily used.  I think it should have more bink, but no shot interval.

Some bink and a a shorter reload time.



o/

Offline popsofctown

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Re: Secondary balance
« Reply #35 on: January 13, 2007, 08:43:02 pm »
The thing that needs fixing about the Saw is not it's clip, or it's firing rate or whatever. How about making it actually work (like it used to a long time ago?) It registers the worst out of every weapon. You can literally go through someone and get blood to spray client side several times without enacting a kill server-side. It also doesn't register at the point of the saw (where it should be) it registers a short distance in front. In the current version it's completely useless if the server has any guns enabled, no matter how good you are. It's a buggy knife with no throw feature.. I mean come on! :P

In case you're wondering, I've been sawing since 1.1.5 and the problems with the saw are quite noticable to me.

oh ok.  let's kill lag.  make lag completely go away.  and lets make soldat spew out gold coins.

it's not goin to happen.  increasing saw fire rate will mitigate the lag though.
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Re: Secondary balance
« Reply #36 on: January 13, 2007, 10:12:23 pm »
Acctually, popcorn, the root of the problem lies in un-perfect netcode. Some info doesn't come through and some other gets twisted along the way. Lag has very little to do with it.

Offline iPod

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Re: Secondary balance
« Reply #37 on: January 14, 2007, 10:37:23 pm »
Acctually, popcorn, the root of the problem lies in un-perfect netcode. Some info doesn't come through and some other gets twisted along the way. Lag has very little to do with it.
Precisely. I have an excellent connection. I don't experience reg problems with any other weapon. Of course, the chances of these sorts of problems getting fixed are pretty low, but I thought I'd point it out anyway.
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