Author Topic: More selfdamage on the M79  (Read 10279 times)

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Offline ChromedGun

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More selfdamage on the M79
« on: May 17, 2007, 06:08:38 am »
Yeah, I hate when M79'ers always kill me at point blank range while they always run through the explosion and run away undamaged. That gave me an idea.

Raise selfdamage to double the damage on anyone else  ;)
This will make their sorry plans backfire raising the "risk" of their corpse getting leaved in the place rather than yours. It takes NO skill to kill someone with m79 in a tunnel because no matter where you hit, splashdamage will kill the enemy. What if splashdamage was actually lethal to the M79'er too? It isn't enough as it is.


(Spare the replies of the "ZOMG DNOT REPAR WAHTS NOT BRKOEN", "ZOMG DNOT DO DAT 2 MY FAVORIT WEPON TAHT I CNA ONLY USE", "No, there won't be anymore changes to the weapons because no one is working on Soldat anymore. 1.4 is the final version (bla bla bla super-besserwisser)"-nature. No one wants to read them. No talk about how many times it has already been suggested either.)

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Offline NinjaGimp369

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Re: More selfdamage on the M79
« Reply #1 on: May 17, 2007, 07:48:34 am »
Wouldn't extra damage just make it even more annoying? More damage, more m79ers. Not all m79ers fire at an emeny right at their faces... Some are tactical and use it properly. I see your point but this is not the best solution.

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Offline chazzer_

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Re: More selfdamage on the M79
« Reply #2 on: May 17, 2007, 10:09:46 am »
No not more damage to others, more damage to the user like what they did to the nades ¬¬ the nades do 50% more damage to you then your target in 1.4. This is a very good idea :) is would reduce the number of users and make the weapon much more fair.

Offline Lord Frunkamunch

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Re: More selfdamage on the M79
« Reply #3 on: May 17, 2007, 10:41:46 am »
Ehh, it''s already a fair weapon if you ask me; I'd say they've balanced out the damage/selfdamage pretty evenly. Maybe make the extra self damage only  take affect if it hits another player, that way kamikaze runners'll die, but people who just miss won't take insane damage.

And I personally think the nade selfdamage was fine in 1.31; killing yourself with a nade and barely damaging the other guy is ridiculous.
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Offline F3nyx

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Re: More selfdamage on the M79
« Reply #4 on: May 17, 2007, 11:08:15 am »
Here's a thought -- don't rush against M79 users in tunnels?

Offline Magic Odd Effect

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Re: More selfdamage on the M79
« Reply #5 on: May 17, 2007, 12:30:06 pm »
Some are tactical and use it properly.
Dare I say, like me.

I do support this. I hate it when I go into some CTF server in an enclosed map, and the entire other team uses M79s. It's impossible to dodge them, and the only way to survive is to use an M79 yourself, and use their tactics....

I'd love the extra damage against the M79er himself.

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Offline chazzer_

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Re: More selfdamage on the M79
« Reply #6 on: May 17, 2007, 12:40:05 pm »
I agree with lord but there are just too many M79 users. Increasing the selfdamage dealt when hitting other players would be a good way to reduce the number of users while making the weapon fair, such as running into someone shooting point blank, killing and going off with barely a scratch. I think this is the main reason people hate the M79

Offline ChromedGun

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Re: More selfdamage on the M79
« Reply #7 on: May 17, 2007, 01:33:43 pm »
Here's a thought -- don't rush against M79 users in tunnels?

Ah! Great thought! Why didn't I think of that? May I lend your crystal ball? "I shall foresee if I will run into a M79'er down in the tunnel". Come on, that was stupid. You can't see it's a M79'er down there until he's just a few soldat meters away.

@the rest of you: Thanks for the positive replies. I expected lots of M79'ers to run in here and call me an idiot. I think it should be like chazzer_ said in his latest post. Even if I own them after respawn, it's still annoying to get a +1 death just because they didn't have the balls to pick an auto or anything else.

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6th_account

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Re: More selfdamage on the M79
« Reply #8 on: May 17, 2007, 03:15:43 pm »
Yeah, I hate when M79'ers always kill me at point blank range while they always run through the explosion and run away undamaged. That gave me an idea.

Raise selfdamage to double the damage on anyone else  ;)
If they don't get damaged by 170% selfdamage they ain't gonna get damaged by 200% selfdamage either. You're just looking for ways to punish M79ers, not balance them.

Offline Spec. Ops

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Re: More selfdamage on the M79
« Reply #9 on: May 17, 2007, 03:16:56 pm »
Not knowing where your enemy and what he's using is half the game. Be more careful dont just rush like a noob, 1.4 is more slow paced than ever. Dodgeing is also easy, Just confuse the guy wheres your going from a far distance in mid air so the explosion wont kill you and kill him with a mid ranged gun. M79's are rly bad since its 1 shot only and RLY bad when noobys use them that need to be right next to your face to hit you.

Offline ChromedGun

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Re: More selfdamage on the M79
« Reply #10 on: May 18, 2007, 06:08:02 am »
If they don't get damaged by 170% selfdamage they ain't gonna get damaged by 200% selfdamage either. You're just looking for ways to punish M79ers, not balance them.

Punish, balance... Same thing right? Ask anyone whose favorite weapon got nerfed. By the way, I didn't know selfdamage was up to 170%, I thought it was 0%.

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Offline Twistkill

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Re: More selfdamage on the M79
« Reply #11 on: May 18, 2007, 08:09:55 am »
Quote
Be more careful dont just rush like a noob,
What if they rush at me?
Well, if they come out of nowhere, try to jump and prone around while jetting to throw them off. They might still hit you, but if they miss, then get away from them and pick them off from a long range. That's the M79's main weakness; it has the shortest range out of all the primaries.

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Offline ChromedGun

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Re: More selfdamage on the M79
« Reply #12 on: May 18, 2007, 08:13:23 am »
Yeah, true.

But how come they always survive point blanks? It's almost the same with ordinary grenades.

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Offline Mäki

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Re: More selfdamage on the M79
« Reply #13 on: May 18, 2007, 08:24:10 am »
I suggest that there shoud be short startuptime in m79, like barret and law has.

Offline Magic Odd Effect

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Re: More selfdamage on the M79
« Reply #14 on: May 18, 2007, 09:04:43 am »
I suggest that there shoud be short startuptime in m79, like barret and law has.
I had that same idea not too long ago. It'd be good.

A bit of randomness would also work for bullets.
« Last Edit: May 18, 2007, 11:36:13 am by Magic Odd Effect »
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Offline ChromedGun

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Re: More selfdamage on the M79
« Reply #15 on: May 18, 2007, 09:24:45 am »
I suggest that there shoud be short startuptime in m79, like barret and law has.
I had that same idea not too long ago. It'd be good.

A bit of randomness would also work for bullets.

Delay would also help but it should be "binkable" like the Barrett.

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Offline Lord Frunkamunch

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Re: More selfdamage on the M79
« Reply #16 on: May 18, 2007, 10:29:07 am »
I suggest that there shoud be short startuptime in m79, like barret and law has.
I had that same idea not too long ago. It'd be good.

A bit of randomness would also work for bullets.

Delay would also help but it should be "binkable" like the Barrett.

Nah, delay and bink would absolutly cripple the weapon. I really do think it's fine as it is, because most of the kamikaze-rushers I see do die, and I know I do (when I get that desperate with the m79.)

I'll bet the main problem with you is lag.
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Offline chazzer_

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Re: More selfdamage on the M79
« Reply #17 on: May 18, 2007, 03:17:18 pm »
Bink and delay would cripple the weapon (and we done want any more of that) but finding a way of making self damage count when hitting a player WOULD make it a fair weapon as over half the time kamikaze killers just keep going with little/no health lost after the shot. This is the main reason people hate the weapon.

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Re: More selfdamage on the M79
« Reply #18 on: May 18, 2007, 07:15:28 pm »
I think the real reason, chazzer, is that it's very easy to hit another player even from far away when rushing, not that it doesn't kill them. There wouldn't be much use of a 1-hit killer if it had a double-edged attack.

Bink and delay are out of the question. It either won't balance the M79 in the needed situations or make the gun boring. Only solutions I'm aware of is to subtract the player's velocity from the fired shell, as in pre-1.2 versions, or buff the alternatives. Both being proven solutions.

Offline kalatix

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Re: More selfdamage on the M79
« Reply #19 on: May 18, 2007, 10:52:26 pm »
...What about the splash-damage radius? I almost always find that it's just a little too short (mostly for grenades and LAW, since I don't use the m79 nowadays).

Is there some way to increase the damage splash radius instead of the amount of damage you receive? (I know it's not good to suggest changes that we can't change in the weapons.ini file, but hey, it's a question.)

By the way, I vote for the player's speed being subtracted from the m79 'nade, it's kind of like kick-back.
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