Author Topic: Concerning the new "Anti-Spray" system added to 1.4.  (Read 5813 times)

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Offline Nfsjunkie91

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #20 on: April 30, 2007, 02:50:35 pm »
yo have you ever used a real mini gun man?

Have you?

Offline Demonic

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #21 on: April 30, 2007, 03:08:58 pm »
Haha.

Sit around children: I will tell you a story. A story set in a time after 1.2.1, when the era of automatics began: the bink factor was introduced, and people started a new tactic, called 'Spraying'. Spraying was done by two or more players with automatics, completely hailing a route of a map with bullets, shredding all opposition easily, without any real effort.

Spraying was labeled lame, and continued to scourge Soldat for versions long: people who practiced it eventually became the best players out there, who couldn't be stopped, with the phenomenon bursting into the Soldat World Cup, where a band of previously noname players, the Slovakian united sprayed their way into the finals, only getting out-warped and sprayed narrowly by Poland.

This time, we beta testers thought otherwise: spraying had to come to an end. The sole reigning of teamed-up automatics is over, as the new balance and anti spray allows other gun users to stand up against such lame behaviour.

But spraying isn't gone children, oh no. It just takes effort now. You can still shred the enemy from afar, either with your teammate or alone: it just takes practice and skill now. How do I know this? I'm a sprayer myself. I've always been, deep down in my heart, and later on, carrying the name with full chest.

Or in short: if you can't spray, you seriously suck.

Offline chillis34

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #22 on: April 30, 2007, 05:30:21 pm »
actualy yes ive fire a few rounds out of a helicopter small mini gun but it was a mini gun my dads in the army and i got to shoot targets the kickback is extream
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Offline Keron Cyst

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #23 on: April 30, 2007, 06:56:10 pm »
... sheer number of rounds fired was the only thing that noticeably raised enemy casualties.  And so the order was: "Spray."  Spray your goddamn ass of if it helps your team.  If you're an injured flagger who gets sprayed down, that's part of the game.  The other team gotcha.  Why would you pass up an opportunity to kill an escaping flagger when you can spray him anyways?
Why? Soldat is not real life military. Soldat may be about tactics but it is also about SKILL. Spraying takes NO skill at all and is totally lame. If you do not believe me, explain this:
yo have you ever used a real mini gun man? lol its for suppressing fire
... and then, go explain why servers disable the Minigun. Eh?

Balance is more important than real-world statistical accuracy.

Offline mxyzptlk

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #24 on: April 30, 2007, 07:11:24 pm »
The minigun isn't balenced right.

Suggestions:
Make it so that you can only fire it crouched or prone.
Increase Damage.
Reduce rate of fire.
Increase accuracy.
Reduce selfbink.
Give it a TINY bit of recoil in normal (because, although you are crouched/proned, as chills said, "The kickback is extream"), but keep the same in realistic.

This would make it easier and harder to use at the same time, enough to balance it out.

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Offline chillis34

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #25 on: April 30, 2007, 08:48:12 pm »
mxy i love your idea it would give it the fire power it needs plus it would make the user vulnerable anotherthing to good idea would be less prepulsion i dont remember when shooting the mini gun the heli being pushed by it
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Offline Monkeyspank

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #26 on: April 30, 2007, 09:04:15 pm »
I agree it looses too much power. this makes it no reason to choose AK over mp5 for example

Offline fishfood

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #27 on: April 30, 2007, 09:19:48 pm »
Servers disable the minigun because it lags when it's default.  You can barely spray with the Minigun anyways, too much bink.  The Minimi is much more effective spray gun.

I don't even know how to argue your other points, they're so mundane.

Offline valion

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #28 on: May 03, 2007, 05:26:38 am »
i think it should be less sevier, for some game types spraying comes in handy (zombie and Inf). it keeps peoples heads down and cuts up bots. but now everyone just walks through it. if your good with a ruger you predict enemy movements when off the screen allowing you to bring down an EFC just in time, but now the bullets do frak all after going a screens length.
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Offline Ziem

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #29 on: May 03, 2007, 09:14:00 am »
I like the new system... I use Styer, DEagles, Ak, Barret<T>, Ruger ... I usually "sprayed" enemy base, which causes a lot of whine <and kicks :D> Now spraying is toned down, still useful, but not as annoying as it was before.

Anti Spray ROX

Offline Pyroguy

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #30 on: May 04, 2007, 03:39:25 pm »
I'm going to stick with my normal arguement. Spraying "problems" are caused by bad map design, and bink. The actual power of the auto shouldn't decrease over distance. Just it's bink. It's unfortunate that a lot of default maps are really not good maps at all. Automatics are for longer range shooting, their power shouldn't be degraded to do this.

Offline SirJamesaford

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #31 on: May 04, 2007, 03:57:53 pm »
Spraying isnt so bad in this version just a little different.  And (like camping) its always gonna be around.  But do you know why?  Becuase its an effective way to pin down your enemy and wounding countless "rushers" (who, by the way, are the real noobs of the game.)

So, in conclusion, spraying may be "lame" but youll only let the sprayers know there "lame" when theyve killed u from afar.  Which i think was there plan all along.
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Offline Will

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #32 on: May 04, 2007, 04:23:05 pm »
Quote
Could it be turned into a speed degradation system that could be regulated from weapons.ini?
Basically, there would be a slow-down setting - one could make differen't settings for different ammo types.

Imagine the posibilites with that. With negative values you could make it so the bullets get more damage over time, similiar as to how the healing with negative values work.

Offline InstaJip

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #33 on: May 04, 2007, 06:48:28 pm »
I would take realism over balance any day. Plus the balance is bad in the first place, lol. But this is online so balance is a must. :P

Yeah disble minigun if you want it to go, bye but its for spraying, simple as that, and it so far is not.(In Soldat.
« Last Edit: May 04, 2007, 06:50:34 pm by InstaJip »

Offline F3nyx

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #34 on: May 04, 2007, 10:01:05 pm »
Repeating this question cause nobody seems to know:

Does damage go instantly from 100% to %50 once the bullet passes the one-screen-width mark, or is it a gradual change?

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #35 on: May 04, 2007, 10:11:17 pm »
Instantly, else it would change too much.

Offline Atomic Hype

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #36 on: May 05, 2007, 08:35:45 pm »
Spraying is now pointless because of this.  How power is reduced by INSANE levels, 50% for 1 screen and 100% for 2 screens and over.
Don't feel like reading this thread, but two screens takes 50% of the 50%.

So it's more like you're only doing 1/4th of the damage two screens away.
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Offline F3nyx

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #37 on: May 06, 2007, 02:42:32 am »
Instantly, else it would change too much.

It'd be pretty strange if the bullet went from doing full damage one instant, to only half as much the next instant.  A gradual reduction would be far more consistent.

You could create an exponential equation for bullet damage reduction so that it would do 50% damage at one screen, and 25% at two screens.  I don't know if MM did this or not, but it would be quite easy:

Code: [Select]
damage(final) = damage(initial) * 0.5 ^ (% of screen-width traveled)

Offline Magic Odd Effect

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #38 on: May 06, 2007, 07:46:27 pm »
Read the Soldat Wiki.

http://wiki.soldat.nl/Spraying

Well, the old article said what I want to say.

Spraying doesn't need to be removed. It's part of the game, and I don't mind being killed by it, because it's a fair tactic.

It is balanced like this: You have the chance of damaging the enemy before they get to you, and therefore having a better chance when they come closer. You can also keep them behind cover so your buddies can rush.
When opposing it: The sprayer's position becomes EXTREMELY obvious. Therefore, a good Barretter can take him out without even using the scope. Also, if you're in a tunnel, just get out of there. Don't try going down a route where a sprayer is, if it's a tunnel. Rather, try to sneak up behind him, if it's possible. Or, have a buddy create a distraction for you, and eliminate him.
It's a completely fair tactic. It's also useful. However, it does leave you vulnerable. VERY vulnerable. Because the other team now knows where you are. That=BAD.

I'd rather have the anti-spray thing decreased, or removed altogether.
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Offline VirtualTT

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Re: Concerning the new "Anti-Spray" system added to 1.4.
« Reply #39 on: May 29, 2007, 06:11:52 pm »
Spray is part of the game. I have never seen player with good spraying skill that didn't like it... The problem here isn't spray, the problem is that default maps are highly unbalanced. Usually there is no cover like in that tunnel on Equinox, or huge vacuum like on b2b or Equinox... no place to hide, no chance to avoid spray. Stupid small crates are only used for nade-jumps... Example of how this could be solved: lower tunnel on ctf Provance - it isn't straight like guts, and it has some working anti-spray cover. The amount of anti-spray measures is ridiculous... Long range spray weapons like minimi or Styer lost a lot of their individuality... Now even in realistic you can stand under the rain of bullets without getting any considerable damage... Ec servers stats show that new anti-spray measures are really too large. Highly balanced tw maps show how various gameplay can be, not just stupid rushing forward and shooting enemy in the face... If spray was balanced on defalut maps it didn't cause so many wrangles...
I think lowering of bullet speed is enough...
Well if all other measures will be still kept it would be nice to have option to tune them...

Spraying is now pointless because of this.
What kind of appeal is this? What if you were an injured flagger taking a tunnel on ctf_Equinox, and you got flippin' killed, and lost a potential cap, because of some completely unskilled n00b spraying a few automatic shots blindly? Spraying was never supposed to exist; the system is brilliant.
This is typical noobish whining... Good player should say *I didn't  dodge it*... 0 respect for Keron from now on...
« Last Edit: May 29, 2007, 06:18:08 pm by VirtualTT »