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I have found movement acc in this version to be extremely unpredictable.
nah...longer time between shots = more time for them to aim+ movimentAcc should do it, since rugerers tend to do something called "hit n' run"QuoteI have found movement acc in this version to be extremely unpredictable.exactly...
So spas having over 50% higher damage per second than ruger is something that's all lies?
Joo're always blaming dps for the wierdness in the balance.
The ideal cycle is Autos < One hits < Semis < Autos.Autos beat One-hits due to long reload and bink, One-hits beat semis because semis share some of their flaws and Require accuracy but don't kill in one hit, and semis beat autos because they deal a lot of damage in a single hit.In experimentation, though, this doesn't always hold up. This is the IDEAL method though.Instead of making weapons in a category similar to each other, though, you should make them all competent, but in their own ways. The spas-12 is more powerful than a ruger, but it requires you to be up close. The deagles are competent for short to medium distances, but the bullets spread over long gaps. The semis all do relatively the same, but they all have their own situations where they excel.Instead of nerfing autos and oneshots in favor of semis, you should have taken a closer look at how they are used in combat. The aug is good for short-medium range, and it has a decent rate of fire, but it takes a long time to kill. The AK is for medium to long distances, fires slowly, is fairly powerful, but it is only really useful in realistic. The Minimi is decent for all ranges, but it's rate of fire is slower than the other autos, and it's bullet is faster and more powerful. The MP5 has a short range, low speed, weak bullets, but a devastating rate of fire. The Minigun is supposed to be a short - medium distance support weapon with an insane rate of fire.At least, those are how they are supposed to be.Same thing with the one hits, the barrett was nerfed to prevent it from being a god-ownage weapon, but the nerfs went a little too far. Now, the barrett, although it is useful for people who practiced with it throughout, it is pretty much inaccessible to new players. The m79 wasn't nerfed enough. It does have a bink, but it is barely noticeable, and definately not enogh to keep it from being abused.So, right now, here is how the weapons are "balanced": Skilled semis < Noob m79 < Skilled autos < Barretts < Noob autosNotice that there is no cycle, skilled semis and noob m79s will almost always win a fight.
Quote from: excruciator on July 11, 2007, 09:40:06 pmnah...longer time between shots = more time for them to aim+ movimentAcc should do it, since rugerers tend to do something called "hit n' run"QuoteI have found movement acc in this version to be extremely unpredictable.exactly...It does not make ruger less overpowered. The problem is it's damage per second, not that it is too easy to handle. + MovementAcc does not help at all with this issue.Only solution is to increase damage and fireinterval OR decrease both.
They are already kinda stational.
All you gotta do with an auto, is pray or dodge one shot.