Author Topic: slow balance  (Read 5342 times)

0 Members and 2 Guests are viewing this topic.

Offline a-4-year-old

  • Veteran
  • *****
  • Posts: 1918
slow balance
« on: June 09, 2007, 10:54:06 am »
This version is so terrible because it is so slow. Killing someone feels like an eternity compared to 1.2.1, and most of the weapons are worse. It is technically "balanced" but to make the game at all fun, double kills should be more common.

the disadvantages are vast against 2 opponents. Using more ammo, getting more bink/selfbink and two targets, who both deal damage.

1.2.1 everything was peachy, because there were a lot of tactics you could use for a double kill, a law or a knife or grenade or just your primary, or any combination will do the trick.

1.3.1 the law and knife are out, drawing and throwing or firing just took too long to be worth using, they became used for last resort or random fire.

1.4.1 the weapons are so useless that 2 against 1 is a much larger advantage then it was before. before 2 people could be disposed of quickly, now not so much. 1.4.1 is basically primary vs primary stuff. knife is still a last resort for me, not that it is useful.

I remember grabbing a flag in a base in 1.2.1, and in the chaos shoot a few people and leave unscathed, this is because the balance in 1.2.1, required aim and a quick reaction to win.

1.4.1 you just can't do that, you can't kill people quick enough. You could say it is more "tactical" but it isn't, it just makes the game annoying and degrades the "fun factor"

Solution:
More damage for the guns, they need to kill quickly.
Less bink for the guns, because these weapons have way too much bink.

Summary:
It takes so long to kill people that it is more advantageous to gang up on someone rather then actually being able to kill them yourself, which is kind of the idea of the game.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Morik

  • Major
  • *
  • Posts: 69
Re: slow balance
« Reply #1 on: June 09, 2007, 01:34:02 pm »
In my opinion, this version kills alot faster than the last 2 versions. 
::::
www.u13.net
www.fracturedsoldat.com
www.ubuntu.com
Proud Admin of Fractured Network, competitive North American soldat community.

Offline a-4-year-old

  • Veteran
  • *****
  • Posts: 1918
Re: slow balance
« Reply #2 on: June 09, 2007, 01:59:01 pm »
yeah, between 1.4 and 1.4.1 almost nothing was changed. A lot of people have very short memories, I doubt you remember 1.3.1 very well.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: slow balance
« Reply #3 on: June 09, 2007, 03:29:19 pm »
I think 1.2.1 was nice, though mp5 and deagles needed a SLIGHT nerf, but overall it was nice.

Problem was spray back then, and learning curve.

Like, now you need to hit 12 bullets to kill, back then you needed 7-8. Back then, spray + average skill = pro skill without spray. Pro skill + spray  = unbeatable = no one likes it really, except sprayers.

A bit overthrown here, but i'd say that either it is spray, or the current solution. Which one you prefer the most?
Fight! Win! Prevail!

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: slow balance
« Reply #4 on: June 09, 2007, 04:16:11 pm »
its not quite like that clawbug. While spray was a big issue I don't think it was that bit of an issue. Why not bring the guns back there but leave the 100 (or is it 50?)% per screen thing?

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: slow balance
« Reply #5 on: June 09, 2007, 05:36:22 pm »
its not quite like that clawbug. While spray was a big issue I don't think it was that bit of an issue. Why not bring the guns back there but leave the 100 (or is it 50?)% per screen thing?
As I said, it was a bit overthrown. The new system would really help with that issue.

I think that knife/LAW/Barrett delay should be shortened and make other weapons more powerful.
Fight! Win! Prevail!

Offline Will

  • Flagrunner
  • ****
  • Posts: 910
Re: slow balance
« Reply #6 on: June 09, 2007, 05:49:07 pm »
I would like to see a speed increase for the knife. the chainsaw is fine.
MP5 is ruined. Minimi serves it's purpose now, but it is also heavily nerfed. It has to have an advantage over other weapons if it will have the accuracy so decreased. Ak has basicaly became the minimi only with less bullets.
Ruger needs a slight boost.(maybe lover the recoil?). deagles are kinda cool now. Steyr is also good. The minigun is kinda more accurate but I say either lower the start up time or make that spin up time possible...

The Specialist

  • Guest
Re: slow balance
« Reply #7 on: June 09, 2007, 07:32:16 pm »
The weappons don't have as much affect as they used too.  The old weapon balances were better.

Offline CriminalJoe

  • Major
  • *
  • Posts: 66
  • Anti-Sober
Re: slow balance
« Reply #8 on: June 10, 2007, 02:29:47 pm »
i dont think the weapons need to kill faster :/. unless u want to zoom past every 1 and luck shot without a real battle :P
ZOMIFGZ DONT FEED THE ZOMBORGZ!!!!!@@!!121@!@!!21!@!!111!one!!!1@!21!@

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: slow balance
« Reply #9 on: June 10, 2007, 02:32:07 pm »
I agree that they shouldn't be super-overpowered but I think that a little boost just to speed things up couldn't hurt...

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: slow balance
« Reply #10 on: June 10, 2007, 07:23:03 pm »
Joe, have you played 1.2.1?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Rai-Dei

  • Flagrunner
  • ****
  • Posts: 520
Re: slow balance
« Reply #11 on: June 11, 2007, 08:29:51 am »
The 1.2.1 Junkies annoy the hell out of me as, it was a horribly overpowered version.  Faster gameplay? Unless you camp I don't see how this version is slow.  You can mow through people if you aim well, bink is annoying but deal with it. 

And 1.2.1 was packed with bugs, I doubt you'd like that one.   

Offline Twistkill

  • Inactive Staff
  • Flagrunner
  • *****
  • Posts: 975
  • The words of your tongue blister like fire
Re: slow balance
« Reply #12 on: June 11, 2007, 10:09:44 am »
And 1.2.1 was packed with bugs, I doubt you'd like that one.   
I think these guys want the 1.2.1 balance but to keep the rest of the game's bug fixes and etc. in place.

"A fool shows his annoyance at once, but a prudent man overlooks an insult." -Proverbs 12:16

Add me on PSN: Newfrag. Just make sure to tell me you're from SF. :P

Offline Rai-Dei

  • Flagrunner
  • ****
  • Posts: 520
Re: slow balance
« Reply #13 on: June 11, 2007, 10:23:11 am »
Yes, that I know but they glorify a version that was no where near as well made as this.  I personally think a 1.2.1 balance in 1.4.1 would screw it all up.

Offline excruciator

  • Veteran
  • *****
  • Posts: 1216
  • Asshole by Nature
Re: slow balance
« Reply #14 on: June 11, 2007, 10:49:09 am »
I think AK needs a big dmg boost and a decrease in accuracy(slight MovimentAcc and more bink could do it) I was thinking 5 if all body hits, and 6 if 1 on the leg

Minimi needs a slight less dmg and a more acc( lower the MovimentAcc)

this way would make Minimi the counter part of the AK( just like in CS Ak-47 and Colt M4A1 )


Also: can anyone post 1.2.1 weapon balance so that ppl like me that never got a chance to try it could then compare the differences between 1.4.1 and 1.2.1
« Last Edit: June 11, 2007, 10:57:52 am by excruciator »
Always remember the succubus...

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: slow balance
« Reply #15 on: June 11, 2007, 11:35:29 am »
The Weapons.ini wasn't made until 1.3. (I think).
Believe me, I would have gotten it, used it, posted it, Ect, but it doesn't exist.


"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

6th_account

  • Guest
Re: slow balance
« Reply #16 on: June 11, 2007, 11:46:29 am »
Quote
I was thinking 5 if all body hits, and 6 if 1 on the leg
That equals to a damage value of at least 125 units. So you basically want to make Ak 20% stronger and call it balanced? >_> /me ignores joo

If the weapons121.ini wasn't included in the 1.4.x installer then it's in one of the earlier ones.

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: slow balance
« Reply #17 on: June 11, 2007, 11:51:50 am »
Ok, here is the 1.2.1 balance modified for 1.4.x

Code: [Select]
// :: Weapon mod : default 1.2.1 settings by Michal Marcinkowski

[Info]
Name=Default mod 1.2.1
Version=0

[USSOCOM]
Damage=190
FireInterval=12
Ammo=12
ReloadTime=65
Speed=180
BulletStyle=1
StartUpTime=0
Bink=4
MovementAcc=1
Recoil=0

[Desert Eagles]
Damage=210
FireInterval=22
Ammo=7
ReloadTime=90
Speed=190
BulletStyle=1
StartUpTime=0
Bink=7
MovementAcc=1
Recoil=0

[HK MP5]
Damage=120
FireInterval=6
Ammo=30
ReloadTime=105
Speed=190
BulletStyle=1
StartUpTime=0
Bink=2
MovementAcc=1
Recoil=0

[Ak-74]
Damage=122
FireInterval=10
Ammo=40
ReloadTime=150
Speed=240
BulletStyle=1
StartUpTime=0
Bink=3
MovementAcc=1
Recoil=0

[Steyr AUG]
Damage=80
FireInterval=7
Ammo=30
ReloadTime=115
Speed=260
BulletStyle=1
StartUpTime=0
Bink=2
MovementAcc=1
Recoil=0

[Spas-12]
Damage=130
FireInterval=32
Ammo=7
ReloadTime=175
Speed=140
BulletStyle=3
StartUpTime=0
Bink=10
MovementAcc=1
Recoil=0

[Ruger 77]
Damage=252
FireInterval=30
Ammo=4
ReloadTime=75
Speed=330
BulletStyle=1
StartUpTime=0
Bink=15
MovementAcc=3
Recoil=0

[M79]
Damage=160000
FireInterval=6
Ammo=1
ReloadTime=180
Speed=115
BulletStyle=4
StartUpTime=0
Bink=30
MovementAcc=3
Recoil=0

[Barret M82A1]
Damage=495
FireInterval=240
Ammo=10
ReloadTime=300
Speed=550
BulletStyle=1
StartUpTime=0
Bink=80
MovementAcc=6
Recoil=0

[FN Minimi]
Damage=100
FireInterval=9
Ammo=50
ReloadTime=250
Speed=270
BulletStyle=1
StartUpTime=0
Bink=3
MovementAcc=2
Recoil=0

[XM214 Minigun]
Damage=55
FireInterval=4
Ammo=100
ReloadTime=366
Speed=290
BulletStyle=1
StartUpTime=50
Bink=1
MovementAcc=1
Recoil=0

[Flamer]
Damage=1000
FireInterval=6
Ammo=200
ReloadTime=5
Speed=105
BulletStyle=5
StartUpTime=0
Bink=2
MovementAcc=1
Recoil=0

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=3
MovementAcc=1
Recoil=0

[Flamed Arrows]
Damage=800
FireInterval=10
Ammo=1
ReloadTime=36
Speed=180
BulletStyle=8
StartUpTime=0
Bink=3
MovementAcc=1
Recoil=0

[Combat Knife]
Damage=210000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=60
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Chainsaw]
Damage=2100
FireInterval=4
Ammo=30
ReloadTime=70
Speed=70
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[M72 LAW]
Damage=150000
FireInterval=60
Ammo=1
ReloadTime=600
Speed=230
BulletStyle=12
StartUpTime=0
Bink=20
MovementAcc=1
Recoil=0

[Punch]
Damage=33000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=50
BulletStyle=6
StartUpTime=0
Bink=2
MovementAcc=1
Recoil=0

[Grenade]
Damage=150000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Stationary Gun]
Damage=200
FireInterval=10
Ammo=100
ReloadTime=366
Speed=360
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0
Due to a stupid word filter, style is changed to shityle. Use the download.

And the download:
« Last Edit: June 11, 2007, 11:54:27 am by mxyzptlk »

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: slow balance
« Reply #18 on: June 11, 2007, 01:42:53 pm »
Just spent the afternoon playing in publics, to see if it's slow or not. DM maps finish within 2 minutes; double and triple kills every minute in all game modes. What's taking you so long to kill? Sure you're shooting the enemy? :p

Offline a-4-year-old

  • Veteran
  • *****
  • Posts: 1918
Re: slow balance
« Reply #19 on: June 11, 2007, 02:26:01 pm »
Just spent the afternoon playing in publics, to see if it's slow or not. DM maps finish within 2 minutes; double and triple kills every minute in all game modes. What's taking you so long to kill? Sure you're shooting the enemy? :p
in one map i got a multi on a bunch of afks using a spaz, this doesn't show speed at all. ratcave was easy because one person used a soccom one tried to use a ruger and the only other person who was even remotely good was not using an auto. Autos are useless, use one and you would know that. Autos are slow.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan