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"Spas12 - A powerful automatic(not exactly) shotgun." - ... It's not automatic, it's semi.
"(the damage in weapon.ini states the damage PER pellet right?)" - Yes, same goes for Deagles.
(about Ruger)"It has movement inaccuracy and bink that would affect the aiming very greatly" - ... moveacc will affect your aiming on mid-long range, but bink is close to nothing.
(For example: which auto has the highest damage) - xDSteyr in most cases, mostly because of bullet speed, straight arc and fireinterval - it means that when you can aim with it, you have greater chance to hit, than with other autos.
[quote]your text here[/quote]
Hitting the head: 110% damageHitting torso: 100% damageHitting Legs: 90% damage^ table reversed for grenades. This info is according to soldatwiki.
I thought it was 120%, 100% and 80%?
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.
The Socom is awesome when paired with Spas. One of my most favourite weapon combinations, its lethal in maps like Kampf/Ash
Quote from: cunchy on March 02, 2008, 03:40:06 amThe Socom is awesome when paired with Spas. One of my most favourite weapon combinations, its lethal in maps like Kampf/Ashand i thought barret was the perfect match..... i personally thought that spas would match up with knife
// Changes from 1.4 -> This Mod// HK MP5 : dmg +3, reload -5// AK : dmg +9// Steyr : dmg -3, bink -3// Ruger : fireinterval +5, reload -5// Minimi : dmg -5, bink -5// Minigun : dmg +12, bink +1, startup -17// Socom : dmg +1// Chainsaw : reload -16// Flamer : fireinterval -1, speed +3, ammo +50
Mp5 - ... nope, +1 is enoughAk - WTF? Ak is balanced right now. fecking aktard.Steyr - Right ... maybe -2 dmg.Ruger - Kinda good.Minimi - lol... I'd say that 5% of real auto-users (or even less) use minimi. Why do you wanna make it so crappy? fecking aktard...Minigun - ... Have you *even* tried this with bots? I guess not.Socom - So you basically agree with current betatesters... Saw - It won't change anything imho.Flamer - .. And it won't slove the problem with it (reg-hit :E). Btw. - ammo? No need for more ammo for flamer, as it's reload is close to nothing.
//Changes from 1.4.2 - > 1.5//Deagles dmg +2, reload -4//HK MP5 dmg +1, bink +2//Ak bink +1//Steyr dmg -1, ammo -5, bink +6//Spas dmg +1, ammo +1//Ruger dmg -5, fireinterval -1, reload -10, moveacc +2, bink -10//M79 bink +15//Barret fireinterval -15//Minimi reload -30, bink +3//Minigun dmg -19, speed +115, fireinterval -1, reload -16, bink +3//Socom dmg +1//Knife -//Chainsaw reload -10//LAW reload -30, startup -3Gather balance FTW xD
// Changes from 1.4 -> This Mod// HK MP5 : dmg +1, reload -5// AK : dmg +2// Steyr : dmg -1, bink -3// Ruger : fireinterval +5, reload -5// Minimi : bink -5// Minigun : dmg +8, bink +1, startup -5// Socom : dmg +1// Chainsaw : reload -16^ How about this?I'm thinking about the reload time for LAW. Should I -15 or -30 reload or let the LAW be?
FN Minimi - ... I believe this weapon would need some serious nerfing ; its too powerful now.
Minimi's already weak. I now agree... I thought the minimi was still easy like in 1.3 where the movement acc was only 2. Yep... it would need movement acc -1, and a +2 damage around there. Maybe a little reduction is reload time too (then the sfx for reload may need to be changed slightly).