Author Topic: Ruger needs more bink.  (Read 3684 times)

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Offline Snipufin

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Ruger needs more bink.
« on: April 06, 2007, 04:31:31 pm »
I think that ruger needs more bink. With only 10 bink, you can hit even though they hit you, because 1/6th of a second isn't much, and you possibly can kill the person before he can get you killed. What do you think?
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Offline Sytrus

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Re: Ruger needs more bink.
« Reply #1 on: April 06, 2007, 04:45:16 pm »
I don't think so. In normal mode, A ruger is most likely to kill you with 3 hits, skilled players with auto rifles can easily use that time.
The Ruger is okay.

Offline Twistkill

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Re: Ruger needs more bink.
« Reply #2 on: April 06, 2007, 04:58:22 pm »
It's pretty well-balanced as it is, really. If the guys are going to add extra bink, than they should add like +1 damage or something to ensure 2 hit kills, because 2 hits more often than not leave the enemy with around 1% health, and that can be the difference between life and death. Even if they don't, I'm not really complaining.

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Offline a-4-year-old

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Re: Ruger needs more bink.
« Reply #3 on: April 06, 2007, 05:30:15 pm »
I think that ruger needs more bink. With only 10 bink, you can hit even though they hit you, because 1/6th of a second isn't much, and you possibly can kill the person before he can get you killed. What do you think?
ruger does not need more bink, it isn't that good of a weapon shortrange, just manipulate the map.
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Re: Ruger needs more bink.
« Reply #4 on: April 06, 2007, 08:54:41 pm »
We had quite a discussion about this. Since we couldn't agree as to what direction the ruger should be pushed, the bink stayed the same. Honestly the current 10 bink does close to nothing. It just gives the illusion that it's binkable for those who know that the ruger acctually has bink on it.

If we had done more internal testing then it could have been decided wether the bink should be upped a bit or removed altogether. There is a risk that the 1.4 ruger is either too good or too bad. We didn't want to risk further increasing that amplitude to one direction.


Oh and this topic wanted a nerfed ruger... The 1.4 ruger is acctually stronger stat-wise, but it has been buffed less than the other semis. So it's relatively less strong!

Offline Sytrus

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Re: Ruger needs more bink.
« Reply #5 on: April 06, 2007, 08:58:32 pm »
The bink can do a lot. On Middle distance, it's harder for a Rugerer to land a hit when he's binked, way harder, also already harder to aim. It does a lot, it's not only a statistic.

Offline mar77a

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Re: Ruger needs more bink.
« Reply #6 on: April 06, 2007, 09:04:28 pm »
It's mostly movement accuracy, bink doesn't really matter, unless it's 2 autos shooting at you.

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Re: Ruger needs more bink.
« Reply #7 on: April 06, 2007, 09:24:47 pm »
Meh. Take steyr for example since that almost rhimes with your nick. It takes aprox. 10 shots to kill at mid range with all feet shots, so say 11. After you've been hit 10 times the ruger will have accumulated 100 bink assuming all bullets hit in a row with no misses. The time in ticks it took to accumulate that was 63 ticks. That leaves 37 bink units on your ruger, assuming you fire your gun within 1/60th of a second.

When you think about it, the m79 has 45. And you cannot bink an m79 user with one single shot.

Theoretically you can bink even faster with mp5 and minigun and their low bullet damage allows for hitting with more bullets. But those are way more inaccurate, and you'll miss a lot more which each time allows the bink to settle for a fireinterval duration. Sure if you were closer to the ruger user you'd hit more, but that short distance'd ruin the whole point of the bink since his target would cover up a bigger angle.

And if you gangbang someone to double or triple the amount of bullets at him you'll just kill him in a blink of an eye. And the fact that he had a slightly crooked aim had nothing to do with it.

Offline Psycho

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Re: Ruger needs more bink.
« Reply #8 on: April 06, 2007, 09:25:02 pm »
I played some with the ruger today (I have almost no experience whatsoever with this gun exept from being killed by it) and 70% of the time I finished of people with only 2 hits. so for those who are skilled with the gun it should only take 1-2 seconds to kill someone.
I have never seen that my mp5 spray binks a ruger user so that he cant hit me.
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Offline Duke

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Re: Ruger needs more bink.
« Reply #9 on: April 08, 2007, 02:55:50 am »
The rugar is fine just the way it is, and i love it how it is, its a good all round weapon and i prefer it to most weapons and when coupled with teh SOCOM you are almost unstop able when used properly.

Offline Lord Frunkamunch

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Re: Ruger needs more bink.
« Reply #10 on: April 08, 2007, 09:01:35 pm »
The ruger is fine just the way it is, and I love it how it is, it's a good all around weapon and I prefer it to most weapons. And when coupled with the SOCOM you're almost unstoppable when used properly.

Yup, I'm sure saying how unstoppable it is will convince everyone that it isn't overpowered after all.

[ontopic] Ehh, I would say they need more bink, but if it gets buffed less than the other weapons in 1.4 I'd say that's good...
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Offline Duke

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Re: Ruger needs more bink.
« Reply #11 on: April 09, 2007, 12:18:53 am »
ok what i meant was that if used PROPERLY the rugar is unstopable, but if used incorrecly then it is a death trap. its like all weapons that way, all of them if u used them properly the people have a hard time killing you but if your use them incorrecly then its an easy way fpr a quick death.

Offline Poop

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Re: Ruger needs more bink.
« Reply #12 on: April 10, 2007, 02:19:14 am »
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Oh and this topic wanted a nerfed ruger... The 1.4 ruger is acctually stronger stat-wise, but it has been buffed less than the other semis. So it's relatively less strong!

That is really a bad argument. Ruger was the strongest semi in 1.3.1, so even though its getting less buffed, it doesnt mean its relatively less strong compared to other semis.

Ruger is this version was 3 hit kill 60% of the time, 2 hit kill 40% of the time. With the stat changes next version I expect those numbers to be something like 3 hit kill 20% of the time, 2 hit kill 80% of the time, with a shorter reload. I really dont mind the increased damage since not being able to kill in 2 shots is what most ruger users whine about, but shortening the reload is absolutely overkill and will make ruger in the top 3 used weapons next version with the 1.5B balance (The other 2 being barret and steyr AUG). Ofcourse if you nerf the barret and steyr like I suggested in my thread a while ago, and not change ruger, ruger will become the most used weapon.

What ruger needs is not more bink or less power, but MORE RELOAD. It should not be the case the the most accurate weapon is the fourth most powerful (Spas is third but spas needs 2-3 shots to kill also), and has the shortest reload as well. Im not pulling those statements out of my ass, I have proof in the form of my clanwar stat logs. Ruger is in this version the fourth most used weapon in my logs (Barret first, than AK, than m79, than ruger). and its all really close, all of these weapons are ranging from 11,000 kills to 12,000 in my logs. I have also played around 50 gathers with the 1.5B beta balance and can attest to the fact that Steyr, Ruger, and barret are absolute powerhouses in that balance.

Being a old player, I am not a fan of things like bink and delay because in general, they have broug, ht more problems than they have solved. Spray really became the big deal after bink was invented, and the delays have only brought bugs and bugabusers who find ways to evade the delay (For example the law delay bug). Along with hackers in clanwars who can easily abuse bink and delay hacks because not having bink or delay is so hard to detect, compared with say, an aimbot or wallhack... We should really try to stick with the things which are easier to predict, and those are speed, power, reload and ammo. I am so surprised that it has never been considered to change a weapons ammo in the beta balance, there are some weapons that can be balanced by a change in ammo. Especially the barret...
« Last Edit: April 10, 2007, 02:25:13 am by Poop »
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Re: Ruger needs more bink.
« Reply #13 on: April 10, 2007, 05:39:54 am »
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Ruger is this version was 3 hit kill 60% of the time, 2 hit kill 40% of the time. With the stat changes next version I expect those numbers to be something like 3 hit kill 20% of the time, 2 hit kill 80% of the time, with a shorter reload.
Impossible. Assuming your values for 1.3.1  are correct, it has at most swayed 5-10% in the favour of 2-hit kills. The damage increase was a whopping +0.8%. It roughly translates into pushing back the barrier where 2- and 3-hit kills blend 5 pixels back. The ensmallened reload is a patheticically tiny change. For those time you shoot your four shots and someone tries to thwart joo while joo're reloading, joo'll be able to fight back 3.7% quicker.

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I have also played around 50 gathers with the 1.5B beta balance and can attest to the fact that Steyr, Ruger, and barret are absolute powerhouses in that balance.
Can people stop using that as an argument? Results of this sort can only be close to valid if no one on the server is using mp5, ak, steyr, barret, minimi, knife, law; and preferably also m79 and nades. Also take into consideration that none of the anti-spray solutions are present.

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Being a old player, I am not a fan of things like bink and delay because in general, they have broug, ht more problems than they have solved. Spray really became the big deal after bink was invented, and the delays have only brought bugs and bugabusers who find ways to evade the delay (For example the law delay bug). Along with hackers in clanwars who can easily abuse bink and delay hacks because not having bink or delay is so hard to detect, compared with say, an aimbot or wallhack... We should really try to stick with the things which are easier to predict, and those are speed, power, reload and ammo.
Agreed! For that reason among other reasons I took off as much selfbink as was possible without those mapmakers for beta testers revolting and overthrowing me. Unfortunally the crew is not open for much changes. An ideal balance would for me not involve selfbink, bink nor delay. But that phase-out won't be reached at least until Soldat 1.5.

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I am so surprised that it has never been considered to change a weapons ammo in the beta balance, there are some weapons that can be balanced by a change in ammo. Especially the barret...
It has! Many times. The chainsaw acctually got changed ammo. =) Anyhoo, there was talk about making both ruger and barret 5-shotties. These ideas were deemed bad. And for the barret it wouldn't do enough change to be worth chainging it, if joo catch my drift.

Offline GAMEOVER

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Re: Ruger needs more bink.
« Reply #14 on: April 10, 2007, 06:39:53 pm »
The balance has been giving this weapon the shaft since 1.2 every new version it has got weaker and weaker compared to the other weapons. Now you guys want to take away from it more? Lots of dedicated Ruger users have already droped the weapon and use autos leaving only a handful of ones left. You guys need to leave it the same and if anything add a little something to it when compared to other weapons. Everytime I check this forum I see you guys screwing it over more and more. All I want is a balanced set of weapons. Autos run over Rugers very easyly.

Quote me on this if you want but the 10 bink does make a difference on the Ruger and landing shots accurately from mid range against an auto is hard for even the skilled player to do. Landing head shots with a 4 shot, slow firing, weapon while getting hammered by autos is nearly immpossible. Try while your running and youll be lucky if you land a shot near where you wanted it. For those of you saying it doesnt matter then go ahead and take off the 10 bink next version since it dont matter and watch how much easyer the ruger is to use. Its so obvious some of you are favoring weapons over the others and posting jibberish that might just influence the beta testers decision leading to multiple whining threads on here next version about this or that weapon being over bearing. Blow this off if you will but its the bottem line. Doesnt matter to me if you guys give a certain weapon an edge ill just end up using it over other weapons and will most players. I would like to see a balanced version though and not see this whole section of the forum go down the tube because you guys came out with another unbalanced version. 


I really hope to see the beta testers pull this off. Lots of players who are heavyly expierenced dont even post here and I see a lot of less expierenced players acting like they know just so much. I do know the beta testers have been around a bit though and trust they wont let the certain people influence their judgement.

A ruger is a powerful slow weapon in real life. Why add it to a game if its going to perform like another weapon with no charecteristics of the weapon itself what so ever. Its like loving coffee but drinking tea.
« Last Edit: April 10, 2007, 06:51:30 pm by GAMEOVER »

Offline a-4-year-old

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Re: Ruger needs more bink.
« Reply #15 on: April 10, 2007, 07:04:12 pm »
The ruger right now is what every weapon should be, Tough to learn but well worth learning.
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Offline JohnCena

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Re: Ruger needs more bink.
« Reply #16 on: April 14, 2007, 01:50:24 am »
I must disagre i think that the ruger is perfectly balanced
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Offline Ziem

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Re: Ruger needs more bink.
« Reply #17 on: May 02, 2007, 08:07:40 am »
I'll add some bink to ruger ... not much, say, +2 or something like that.

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Re: Ruger needs more bink.
« Reply #18 on: May 02, 2007, 08:33:54 am »
Don't revive dead topics. Use the thread named "Normal mode feedback" next time.