Poll

Do weapon need a general boost?

Yes, by boosting all weapon
Yes, by making Headshots worth more
No, the balance is good
Ehm....I dunno.... look, Im just here to tell everyone that I'm gay and I love the taste of c#m a lot...
Yes, by making a hybrid of the 2, heads and general boost

Author Topic: somewhat underpowered?  (Read 25491 times)

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Offline TiReD

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Re: somewhat underpowered?
« Reply #80 on: November 20, 2007, 04:49:37 pm »
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Youre ignorant of the way respawn works, please learn about things before trying to fix the way they work.
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Offline excruciator

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Re: somewhat underpowered?
« Reply #81 on: November 20, 2007, 06:12:26 pm »
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Youre ignorant of the way respawn works, please learn about things before trying to fix the way they work.

I know how it works, but if you cannot know exactly when people is going to respawn can you?!?
Always remember the succubus...

Offline TiReD

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Re: somewhat underpowered?
« Reply #82 on: November 20, 2007, 07:14:59 pm »
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Youre ignorant of the way respawn works, please learn about things before trying to fix the way they work.

I know how it works, but if you cannot know exactly when people is going to respawn can you?!?
"Respawn Time:
Normal Respawn -
Time, in seconds, that you remain dead until your next respawn.
Used in Deathmatch, Pointmatch and Rambomatch.
Maximum Time in Team Games -
In team games (Teammatch, Capture the Flag, Infiltration) the respawn system is called Wave Respawn.
During the game there is set a global respawn timer for all players. It's cycle depends on the number
of players in the game. When it goes to zero everybody that have been killed before - respawn and the timer
starts again. For example: When there is 20 players (10 in each team) the timer will reach zero every 40 seconds.
Every 40 seconds everone that died in that time will respawn. Maximum Time in Team Games is used so that this
time isn't too long, it shortens it to the value you set."
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Offline a-4-year-old

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Re: somewhat underpowered?
« Reply #83 on: November 20, 2007, 09:20:31 pm »
Tired you are an idiot. You still don't know when the cycle is going to end, unless you stare at the clock.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Pie

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Re: somewhat underpowered?
« Reply #84 on: November 21, 2007, 12:08:24 am »
Tired you are an idiot. You still don't know when the cycle is going to end, unless you stare at the clock.
But from this info, you can at least guess, meaning that you go at a certian time you miss most if not all of the enemy, so yeah, if you pay attention to people respawning/dying you will be able to make a better judgement. Besides if everyone respawns at the same time in waves, on both teams, if you have a map you can see when people respawn, and if your teammates respawn at a time, then your enemys will aswell... isn't that how it works?

Anyway, i fail to see how any of this is constructive to increasing bullet damage...
Lol, internets.

Offline Clawbug

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Re: somewhat underpowered?
« Reply #85 on: November 21, 2007, 09:22:57 am »
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Making weapons deal more damage means that it is MORE dependent on the respawn cycle.

Now:
Enemies respawn = you MIGHT be able to get away.
Enemies WON'T respawn = you will get away.

More lethal weapons:
Enemies respawn = you WON'T get away.
Enemies WON'T respawn = you will get away.

More damage = more spawnkilling aswell.
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Offline Outcast

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Re: somewhat underpowered?
« Reply #86 on: November 21, 2007, 09:56:49 am »
If you observe the kill console you can approximate when they will spawn. But lets not go into details about that as it's irrelevant. The capper is supposed to have a chance to get away. There's also ways of chasing efc with team or solo effort. It's called boosting...nade boosting m79 boosting shotty boosting it all works if you know what you're doing. I've surprised countless flaggers that were sure they will cap.
o/

Offline Avkon

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Weapons underpowered? Perish the thought!
« Reply #87 on: November 21, 2007, 11:39:26 am »
Hmm... I like the weapons the way they are now, though the HK MP5 could do with (a little) less bink, and the AK-74 with (a little) more bink and a faster firing rate.

Eerything else seems to be fine and the weapon damage settings especially so.

Also, I've seen some good players take on some other better-than-just-decent players and kill them in 1v2 situations, and one of the guys I saw do that was using a Spas-12 against his opponents' Steyr AUG and HK MP5 guns, so skill can make up for weapon shortages, if any.
« Last Edit: November 22, 2007, 08:17:20 am by Avkon »

Offline TiReD

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Re: somewhat underpowered?
« Reply #88 on: November 21, 2007, 11:48:08 am »
Tired you are an idiot. You still don't know when the cycle is going to end, unless you stare at the clock.
1- Look at clock
2- wait for flag carrier to be ready
3- kill when they will have long respawn

-------------------------------------------------------------------------------------------------------------------------

I think hk should have more power, ak should have a faster firing rate and steyr shouldnt get anything, since its pretty good as it is.
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Offline excruciator

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Re: somewhat underpowered?
« Reply #89 on: November 21, 2007, 12:01:55 pm »
yeah tired, just stare at the clock and count the 10s or whatever the time cycle is..

Date Posted: November 21, 2007, 11:58:18 am
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Making weapons deal more damage means that it is MORE dependent on the respawn cycle.

Now:
Enemies respawn = you MIGHT be able to get away.
Enemies WON'T respawn = you will get away.

More lethal weapons:
Enemies respawn = you WON'T get away.
Enemies WON'T respawn = you will get away.

More damage = more spawnkilling aswell.

lies, your gun if your gun is equally powerful you have more chance of dmg the opponent so its

you might get away.

Also I noticed that with increased dmg skill will matter less.. so I stand by the headshot boost, or leg shot nerf
Always remember the succubus...

Offline Ziem

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Re: somewhat underpowered?
« Reply #90 on: November 21, 2007, 01:08:23 pm »
I think hk should have more power, ak should have a faster firing rate and steyr shouldnt get anything, since its pretty good as it is.
Yeaaaah, ak should be second steyr. When did you started to play ffs?! Ak already has a faster RoF.

excruciator - if they'll be able to deal more dmg, they will kill you.


I don't want anything changed. Increasing dmg sux. Making headshots more deadly also sux... they are good enough atm.

Offline TiReD

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Re: somewhat underpowered?
« Reply #91 on: November 21, 2007, 01:31:04 pm »
I think hk should have more power, ak should have a faster firing rate and steyr shouldnt get anything, since its pretty good as it is.
Yeaaaah, ak should be second steyr. When did you started to play ffs?! Ak already has a faster RoF.

excruciator - if they'll be able to deal more dmg, they will kill you.


I don't want anything changed. Increasing dmg sux. Making headshots more deadly also sux... they are good enough atm.
The current ak doesnt allow click per shot.
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Offline Clawbug

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Re: somewhat underpowered?
« Reply #92 on: November 21, 2007, 02:16:53 pm »
yeah tired, just stare at the clock and count the 10s or whatever the time cycle is..

Date Posted: November 21, 2007, 11:58:18 am
I like the weapon balance as it is. People still die fast enough if you actually hit them.
Getting away with the flag is the way it always was....spawn time and number dependant.

so in other words...luck since you have no way to know when people is going to respawn...
Thats why we want to make it less luck dependent
Making weapons deal more damage means that it is MORE dependent on the respawn cycle.

Now:
Enemies respawn = you MIGHT be able to get away.
Enemies WON'T respawn = you will get away.

More lethal weapons:
Enemies respawn = you WON'T get away.
Enemies WON'T respawn = you will get away.

More damage = more spawnkilling aswell.

lies, your gun if your gun is equally powerful you have more chance of dmg the opponent so its

you might get away.

Also I noticed that with increased dmg skill will matter less.. so I stand by the headshot boost, or leg shot nerf
As the weapons are qually powerful, then nothing is going to change, Except that you will die alot sooner when you have the flag. EFC won't kill two spawning enemies, no matter what.

With increased headshot damage/decerased legshot damage heigh advantages will start to weigh more. Though, I am glad how it works. I would love to see the nade damage reduced when it hits on legs, due to the fact that in 1v1 situation the winner is the one who will land faster, dance toss a nade at the legs and watch your enemy exploding into 73,42 pieces.
« Last Edit: November 21, 2007, 02:20:35 pm by Clawbug »
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Offline excruciator

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Re: somewhat underpowered?
« Reply #93 on: November 21, 2007, 06:05:58 pm »
also the leg nerf would give the height less of an advantage since no dmg was increased, but it would make skill weight more since leg is no longer such a good spot to hit.

and I would hate to see a 2nd steyr.. ak should deal more dmg but less firing rate... like some sort of hybrid between semi and auto..
« Last Edit: November 21, 2007, 06:07:57 pm by excruciator »
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Offline TiReD

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Re: somewhat underpowered?
« Reply #94 on: November 21, 2007, 08:05:54 pm »
AK used to be a accuracy weapon, now you have to shoot in burst to get a decent damage speed.

Legs has never been a good spot to use bullets on, in fact, it damages less. Nades do insta kill on legs.
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Offline excruciator

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Re: somewhat underpowered?
« Reply #95 on: November 21, 2007, 08:19:08 pm »
AK used to be a accuracy weapon, now you have to shoot in burst to get a decent damage speed.

Legs has never been a good spot to use bullets on, in fact, it damages less. Nades do insta kill on legs.

well its not that much of a noticeable difference, I would change 85 to 75 or 80
Always remember the succubus...

Offline Pie

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Re: somewhat underpowered?
« Reply #96 on: November 21, 2007, 09:13:32 pm »
I think hk should have more power, ak should have a faster firing rate and steyr shouldnt get anything, since its pretty good as it is.
Yeaaaah, ak should be second steyr. When did you started to play ffs?! Ak already has a faster RoF.

excruciator - if they'll be able to deal more dmg, they will kill you.


I don't want anything changed. Increasing dmg sux. Making headshots more deadly also sux... they are good enough atm.
Ak=slower rate of fire...
AK:
FireInterval=10
Styre:
FireInterval=7
check your facts before making up bullshit
weapons.ini ftw
Lol, internets.

Offline Avkon

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Re: somewhat underpowered?
« Reply #97 on: November 22, 2007, 08:20:22 am »
Lol, it's obvious that the AK has a slower rate of fire by just using it, the reason it has 40 bullets instead of 30 like the Steyr and the HK is to make up for this fact.

Offline excruciator

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Re: somewhat underpowered?
« Reply #98 on: November 22, 2007, 12:01:05 pm »
I think hk should have more power, ak should have a faster firing rate and steyr shouldnt get anything, since its pretty good as it is.
Yeaaaah, ak should be second steyr. When did you started to play ffs?! Ak already has a faster RoF.

excruciator - if they'll be able to deal more dmg, they will kill you.


I don't want anything changed. Increasing dmg sux. Making headshots more deadly also sux... they are good enough atm.
Ak=slower rate of fire...
AK:
FireInterval=10
Styre:
FireInterval=7
check your facts before making up bullfeck
weapons.ini ftw

it used to be slower, I think...

I would like to see a 5 :p
Always remember the succubus...

Offline The Owls

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Re: somewhat underpowered?
« Reply #99 on: November 22, 2007, 12:34:02 pm »
Actually, if I remember correctly, the AK was given a faster rate of fire, to balance the fact that it had so many bullets, and was capable to killing many enemies in a row without reloading.  They dropped the power and increased the rate of fire to give it less overall damage per clip, though it was actually made stronger compared to 1.3.1 when it comes to it's speed of killing a single target, if only by a bit.