Author Topic: Reduce bullet push  (Read 5070 times)

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Offline SpiltCoffee

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Re: Reduce bullet push
« Reply #20 on: December 18, 2007, 08:59:28 am »
AFAIK, the push is very useful in infiltration. If your teammate has the flag, you spray your weapon at him to give him a bit of a boost.

IMO, the push is a part of the game. If you're going to remove it, you better boost the strength of the weapons, or I'm just shooting a water pistol.
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Offline Clawbug

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Re: Reduce bullet push
« Reply #21 on: December 18, 2007, 09:11:41 am »
AFAIK, the push is very useful in infiltration. If your teammate has the flag, you spray your weapon at him to give him a bit of a boost.

IMO, the push is a part of the game. If you're going to remove it, you better boost the strength of the weapons, or I'm just shooting a water pistol.
Who was speaking about removing it? It has been suggested to reduce it to some 80% of current amount.
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Offline SDFilm

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Re: Reduce bullet push
« Reply #22 on: December 18, 2007, 09:17:50 am »
No no and no. A reduction in bullet push is only needed for the saw.

Shred-o-matic please.

This doesn't really need to be done. The pushing factor of the high-velocity weapons is part of what makes the game.
Also, it is what slows the game down.

People want fast paced game, yet they prefer features which slow it down? Quite odd.
Not so much slowing it down as adding a slight tactic to it. Simply saying that since bullet spray can hinder a soldat's movement, the whole game is slowing down...it's a bit subjective.
Not at all. People are using bullets to boost their teammates, stop enemies from rushing from tunnels etc. This is not fair IMO, at least not the way it should be.

IMO it should be reduced by some 75-80%.

The Ruger having one of the highest Damage-Per-Second rates in the game isn't fair, but it's all part of the balance which makes Soldat a great game. Just because its not fair doesn't mean it's not balanced. I presume you are going to give rush-type weapons such as the M79 and Deagles a nerf if you are going to take away one of the best tools used against them.

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Agreed! Soldat's incredibly slow match speed is in desperate need of attention. Actually finding and using cover when being shot at is just too complicated for the average Soldat player. We should destroy an art and employ MM's precious time to fix this serious issue.[/sarcasm]

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« Last Edit: December 18, 2007, 09:27:34 am by SDFilm »

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Offline Clawbug

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Re: Reduce bullet push
« Reply #23 on: December 18, 2007, 09:44:53 am »
EH might want to show me a cover @ tunnels of nuubia, for example.

And no, Weapons are NOT balanced. Ruger especially is the problem in the current WM. The DPS it deals is way too high, if used properly, compared to other weapons, which makes it unfair and unbalanced.

I see no problem with the bullet push in average public DM/CTF/INF, but I see problem in clanwars. Not a PROBLEM really, but reducing the bullet push wouldn't hurt. I bet over half of the players wouldn't even notice 20% decrease.

Also, is there anyone who can honestly say, that benefit defending people has (Especially when attacker is running up a hill, like away from the base in ctf_Steel) is balanced right now? Can anyone say that reducing that advantage would just make things worse?
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Offline SpiltCoffee

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Re: Reduce bullet push
« Reply #24 on: December 18, 2007, 10:01:53 am »
AFAIK, the push is very useful in infiltration. If your teammate has the flag, you spray your weapon at him to give him a bit of a boost.

IMO, the push is a part of the game. If you're going to remove it, you better boost the strength of the weapons, or I'm just shooting a water pistol.
Who was speaking about removing it? It has been suggested to reduce it to some 80% of current amount.
Well, sif that would make a difference anyway.
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Offline Rai-Dei

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Re: Reduce bullet push
« Reply #25 on: December 18, 2007, 01:17:54 pm »
Great idea, would also beef the saw a bit.

Offline O.R.I.O.N.

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Re: Reduce bullet push
« Reply #26 on: December 18, 2007, 02:35:10 pm »
Which brings us back to the "Chainsaw Adrenaline" topic...
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
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Offline Zero72

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Re: Reduce bullet push
« Reply #27 on: December 19, 2007, 03:21:04 am »
AFAIK, the push is very useful in infiltration. If your teammate has the flag, you spray your weapon at him to give him a bit of a boost.
IMO, it shouldn't be. I don't think this is an intended gameplay mechanic, and last time somebody was doing it to me, I basically told him to knock it off.

Offline Clawbug

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Re: Reduce bullet push
« Reply #28 on: December 19, 2007, 05:28:42 am »
Well, it's true that pushing is very used in CTF games, known as "boosting". Spas + AUG can do some real miracles when it comes to pushing. Basically means that those weapons are used as a killing equipment + as tools. Reducing the push would result in decreasing usability as a tool.
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Offline valion

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Re: Reduce bullet push
« Reply #29 on: December 19, 2007, 06:23:28 am »
And no, Weapons are NOT balanced. Ruger especially is the problem in the current WM. The DPS it deals is way too high, if used properly, compared to other weapons, which makes it unfair and unbalanced.

if used properly. most people cant use it. the clip size makes it impractical for general use and so its best suited for people going around in groups during certain types of game types.
its not actually bias so much as specialised.
the number of noobs you see trying to use it should show you that its only unbalanced in the hands of someone who knows how to use, just like all other weapons
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Offline TiReD

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Re: Reduce bullet push
« Reply #30 on: December 19, 2007, 07:12:40 am »
And no, Weapons are NOT balanced. Ruger especially is the problem in the current WM. The DPS it deals is way too high, if used properly, compared to other weapons, which makes it unfair and unbalanced.

if used properly. most people cant use it. the clip size makes it impractical for general use and so its best suited for people going around in groups during certain types of game types.
its not actually bias so much as specialised.
the number of noobs you see trying to use it should show you that its only unbalanced in the hands of someone who knows how to use, just like all other weapons
This is so offtopic...

A ruger user only needs to hit at least 1 headshot to take half health bar from someone. Think what would happen if someone played as "support".

Ontopic.

It would also help short range guns, since most of the time they(aug users) just have to jet a little and go on bursting to push you back.
« Last Edit: December 19, 2007, 07:16:45 am by TiReD »
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Offline Clawbug

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Re: Reduce bullet push
« Reply #31 on: December 19, 2007, 08:53:11 am »
And no, Weapons are NOT balanced. Ruger especially is the problem in the current WM. The DPS it deals is way too high, if used properly, compared to other weapons, which makes it unfair and unbalanced.

if used properly. most people cant use it. the clip size makes it impractical for general use and so its best suited for people going around in groups during certain types of game types.
its not actually bias so much as specialised.
the number of noobs you see trying to use it should show you that its only unbalanced in the hands of someone who knows how to use, just like all other weapons
Well, quite offtopic, but let me explain a little. Ruger is very accurate weapon. Meaning that if you miss, it is your own fault. If you miss again, it is your fault in most cases. This means that in theory it is possible to be VERY accurate (+90%), and that means that Ruger can, in most cases, hit 2 times a row. What would that result? As Ruger takes off 55% of Soldat's health at zero range, when shot to torso, it takes over 50% health whe shot to head from any viewable distance. It also takes off some 45-50% health off when shot to torso at that range.

Basically this means that 3 legshots = kill at any range(except VERY close, afaik). From mid/low range 2 shots = kill.

Now we know ruger will kill with 2 shots in most cases. Now we know that Ruger can be VERY accurate. Less than 10% of the bullets will miss. You go against ruger, You spot the enemy, he spots you, he shoots at you, you shoot at him. Now as you both have shot, you keep shooting at him with your AK/AUG/Mp5/Minimi/Deagles/Spas. Now after the small delay between ruger shots has elapsed, Rugerer shots again, and ... you die. Rugerer still has some 40% health.  When you encounter again, he will hit you again before he dies, and on next encounter he will kill with the first shot.

Ok, lets put it simple: Ruger can kill so fast, that if e.g. Autos hit all their bullets to rugerer, Ruger would STILL win the situation, if it manages to hit 2 times in a row.

Even simplier: You have no chance against ruger which can hit it's 2 first shots. No chance. I can prove this bu simple math, and I have experienced this in practise countless times. Ruger has bink, yes, but the 10 bink it has is unnoticeable in practise. Ruger is WAY too easy when compared to it's MAXIMUM potential, which good players can achieve. The maximum potental is way higher than any other weapons have even in theory.

I am really sorry for the offtopic, but I hope this post cleared it up a bit. From now on, I hope this kind of discussion is held in Weapon Balance -section. Thanks.
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Offline Will

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Re: Reduce bullet push
« Reply #32 on: December 19, 2007, 10:14:21 am »
another of topic post but ruger has:

Bink
Mov Acc
A bullet arc that is kinda hard to get used to cause it's not really that fast as a barrett bt faster than the autos

Offline Clawbug

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Re: Reduce bullet push
« Reply #33 on: December 19, 2007, 11:10:02 am »
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Offline a-4-year-old

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Re: Reduce bullet push
« Reply #34 on: December 19, 2007, 03:25:00 pm »
Full support.

Not only is the bullet push retarded, but it is also completely unrealistic, Unless the Spas shoots bricks of lead coated depleted uranium.
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