Author Topic: Grenades  (Read 11781 times)

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Offline muzikman

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Grenades
« on: March 05, 2009, 10:06:38 am »
I've been on the forums for a while now, and consistently, apart from the m79 which naturally is always the subject of at least one active post of the same people argueing about the same gun with no new information added, grenades seem to be the most talked about thing in weapons balance.  I just thought I'd make a thread with all the things talked about in one place.

If anyone wants to add anything feel free, also please write about your opinion on these matters...

1. Grenade spamming.  This is definitely a matter of opinon as to whether or not it is a problem, but every other server has a grenade spammer, and people constatly complain that grenades are to easy to kill with. Reasons for the easiness to spam grenades are.
    * Fire rate- some people say grenades fire too fast
    * Grenade pickups being EVERYWHERE on a map
   
2. Detonating on impact
    *People say "unrealistic".  I guess this is a reason for removing it in realistic mode, but please, SOLDAT IS NOT REAL LIFE, so no posts that argue "in real life if blah blah blah happened then blah blah blah wouldn't happen"
    *Makes grenades unbalanced, especially with clusters (will come back to this)
    *Adds to grenade spamming problem

3.  Damage center- a grenade to the foot kills, but to head does minimal damage.  The damage center for grenades is the feet
    *In conjunction with the previous point, it sort of means that soldat grenades behave in no way like grenades.
    *Counter argument for removing- it adds to gameplay to be able to throw a grenade up at someone in the air and kill them
    *Counter argument for removing- sort of behaves like opposite to combat knife, which kills firing down, but not going up due to gravity
    *lack of realism (applies only to realistic mode ofc)
Personally, I think this little quirk adds to the skill needed to use grenades effectively- but I would really like to see them renamed to "trip mines" or something, so that foot damage makes sense.

4. Just a little glitch that I noticed, not really important in the scheme of things, but grenades can be autofired whilst reloading

5. Another small one, grenades cannot be picked up from a corpse like weapons can.  A lot of people don't really view this as a problem at all.

6.  Worst problem till last, Clusters
    *Useless
    *Useless
    *USELESS

All jokes aside, so many points to discuss here, but imo something HAS to be done.
    *Because normal grenades detonate on impact, this makes clusters fairly useless except for "fun" kills where you shatter people into tiny pieces by jamming them underneath them where a normal grenade would still kill.  The only ways to solve this are either removing detonation on impact for normal grenades, removing clusters altogether (REALLY dislike this proposal) or buffing clusters with one, or a combination of the below...
    *Make it possible to hold two types of grenades and switch between them- clusters suck in almost all situations compared to normal nades, but if normal nades where still useable whilst keeping you clusters, this would be less of a problem (maybe control q or something like that...)
    *Make each grenade spout more more clusters, as at the moment you have to throw at least two for any effect, even in beserker mode.
    *Make amount of clusters picked up proportional with normal grenades, or also selectable in game options- at the moment it's fixed on three which if you're on a four grenade server is completely useless, but if you're on a two grenade server... admittedly they're still pretty useless, but a lot less useless, and once they become something people ACTUALLY use, this will be a real issue.

That's all I can think of right now so please discuss... Also feel free to bring up any other problems and I'll be sure to put them on this list (which ended up a lot bigger than I expected actually)

Offline The Epic Guy

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Re: Grenades
« Reply #1 on: March 05, 2009, 04:55:20 pm »
I like #5.

Offline excruciator

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Re: Grenades
« Reply #2 on: March 05, 2009, 06:44:32 pm »
As for point #5
There is much much more nade boxes than spare weapons on the ground.

and for #1
You are right, it fires too fast. Lets nerf it.
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Offline LtKillroy

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Re: Grenades
« Reply #3 on: March 05, 2009, 08:16:01 pm »
I believe we should increase the fireinterval for the grenade and that's about it. Won't affect "good" throws and will decrease... annoying.
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Offline STM1993

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Re: Grenades
« Reply #4 on: March 06, 2009, 05:33:03 am »
Ahh, grenades. We had a pretty furious discussion a long time ago, but since its long time ago, the points there may not be as valid: http://forums.soldat.pl/index.php?topic=26366.0

The real reason why the grenades are such a big issue is due to their extreme damage potential. Nades can be thrown extremely fast, have explosive power (which can be used to push/boost), have extremely high damage (1-hit to the legs). Yet at the same time, they are so readily available.

You can argue that "if everyone had grenades, they cancel each other out". This is not necessarily the case. The weapons balance is pretty much screwed because of the grenades - the grenades give you the ability to kill in 1-hit. Try disabling grenades from a game - you'd find that the weapons are actually quite nicely balanced, not leaning too much on the autos. Remember the weapon rule of: Auto > 1-hitter > Semi > Auto ?

Yes, Soldat follows that weapon rule. In this case, if grenades allow you to kill in 1-hit or deal extremely heavy damage, then it's the autos which gain the most advantage from nades. In addition to the fact that autos are much easier to use due to their ability to spray and tolerates more inaccuracy, you can easily say that as a result of the grenades, the weapon rule is broken - it becomes Auto > All.

If grenades can be picked up from corpses, its indirectly a buff to the grenade - which makes it more readily available, which contradicts the idea that the grenades are too readily available and should be made more scarce.

Yes, grenades can be auto-thrown at a rapid rate by holding down the throw button during a reload. It is an issue I'd like to see fixed.
« Last Edit: March 06, 2009, 05:42:00 am by STM1993 »

Offline Ragnaros

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Re: Grenades
« Reply #5 on: March 06, 2009, 12:45:33 pm »
1hit to legs :| i have never been agreed with it... thats just stupid...

ah and the fire rate:
Quote from: excruciator
Lets nerf it.
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Offline muzikman

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Re: Grenades
« Reply #6 on: March 06, 2009, 12:56:55 pm »
I know, but I suppose if it was implemented then naturally grenade frequency would be decreased.

And does no one see the fact that grenades detonate on impact and damage more on the feet that anywhere else as a problem?  It just seems sensible to rename them to me...

I also think that grenades need to be nerfed, but also that the way to do it is certainly not just to reduce the damage they do, as that would just lead to even fewer actual skill nade shots and more spamming, I think that fire interval is a definite.  Still leaves to problem of clusters though...

Offline muzikman

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Re: Grenades
« Reply #7 on: March 06, 2009, 12:57:29 pm »
Oh dammit that post wasn't there when I clicked post.

Offline Sappy

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Re: Grenades
« Reply #8 on: March 08, 2009, 02:38:03 pm »
Ahh, grenades. We had a pretty furious discussion a long time ago, but since its long time ago, the points there may not be as valid: http://forums.soldat.pl/index.php?topic=26366.0

The real reason why the grenades are such a big issue is due to their extreme damage potential. Nades can be thrown extremely fast, have explosive power (which can be used to push/boost), have extremely high damage (1-hit to the legs). Yet at the same time, they are so readily available.

You can argue that "if everyone had grenades, they cancel each other out". This is not necessarily the case. The weapons balance is pretty much screwed because of the grenades - the grenades give you the ability to kill in 1-hit. Try disabling grenades from a game - you'd find that the weapons are actually quite nicely balanced, not leaning too much on the autos. Remember the weapon rule of: Auto > 1-hitter > Semi > Auto ?

Yes, Soldat follows that weapon rule. In this case, if grenades allow you to kill in 1-hit or deal extremely heavy damage, then it's the autos which gain the most advantage from nades. In addition to the fact that autos are much easier to use due to their ability to spray and tolerates more inaccuracy, you can easily say that as a result of the grenades, the weapon rule is broken - it becomes Auto > All.

If grenades can be picked up from corpses, its indirectly a buff to the grenade - which makes it more readily available, which contradicts the idea that the grenades are too readily available and should be made more scarce.

Yes, grenades can be auto-thrown at a rapid rate by holding down the throw button during a reload. It is an issue I'd like to see fixed.

Why do autos benefit the most from grenades? I don't see how grenades and choice of weapon affect each other in any way at all.

As for the entire issue on grenades, I think they are fine. It's really just like complaining about the AWP in CS.

Offline Platehead

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Re: Grenades
« Reply #9 on: March 09, 2009, 03:36:30 am »
Quote from: weapons balance spammer
Yes, grenades can be auto-thrown at a rapid rate by holding down the throw button during a reload. It is an issue I'd like to see fixed.

Pubbing @ snakebite... good times xD

And yes, I followed the old thread for a while then got sick of it.
Grenades are probably what makes soldat so fast paced, and that's why many people like it..
I wouldn't like to see them changed that much, just maybe a little bit of fire rate (many times, I've been shooting at them with an auto, missed a nade, only to hit them with my second... I shouldn't be able to have a chance to do this)
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Offline STM1993

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Re: Grenades
« Reply #10 on: March 09, 2009, 04:29:34 am »
Why do autos benefit the most from grenades? I don't see how grenades and choice of weapon affect each other in any way at all.
A grenade throw does very heavy damage, allowing the victim to be killed in just one or two shots from autos, and just one for semis. Chances are, even before you reach the victim, you've already damaged him enough for him to be killed in one grenade. The autos would only need to spend a few bullets which is only worth a small amount of damage each - whereas for guns like semis would be spending one precious bullet on someone already so weak or going to be destroyed by a nade throw - kinda a waste (especially Ruger, which is already heavily burdened by ammo and slower firing rate). Don't forget cases of lag, which gives the auto an edge if the bullets don't really register (a disaster for semis and 1-hitters).

When in the nade-throwing animation, your gun tends to become a bit more inaccurate. For the auto which fires so fast, missing a few shots here and there isn't a big issue compared to guns such as semis and 1-hitters, which fire a lot more slowly and missing makes a very big difference. Like I said, the semis' one bullet is worth a lot more than an auto's one bullet.



If you can't picture it with the default weapons, imagine this:

Your enemy has 100hp and grenades deal 95 damage. You have a gun (Semi) with has 2 ammo, fires one shot per second, each shot dealing 50 damage. You also have a gun (Auto) which has 20 ammo, fires one shot every 1/10 second, each shot dealing 5 damage.

Suppose you use the Semi, and you throw a grenade at someone. He doesn't die, so you shoot him once to kill him. And then suppose you use the Auto, and you throw a grenade at someone. He doesn't die, so you shoot him once (with 1-2 extra bullets due to fast firing rate) to kill him. Which is more worth it?

Same thing if you had shot the person first before throwing the grenade.

As for the entire issue on grenades, I think they are fine. It's really just like complaining about the AWP in CS.
Not at all! Even so, admit it - CS revolves around 3 weapons - AK, M4 and AWP. We don't want Soldat to be a game which revolves around the same few weapons. Don't forget CS has a money system - Soldat doesn't.
« Last Edit: March 09, 2009, 05:01:50 am by STM1993 »

Offline Sappy

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Re: Grenades
« Reply #11 on: March 12, 2009, 10:29:17 am »
???

It's still all the same. In practice things don't play out like a spreadsheet. The person who will benefit most from grenades is the one who can use it most adeptly, regardless of weapon.

And how is nerfing the grenade going to make to make the game "revolve less around it"? It is a universally available weapon, people are going to use it regardless of how much it is nerfed. There is no point complaining about it.

Offline STM1993

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Re: Grenades
« Reply #12 on: March 12, 2009, 10:49:29 am »
???

It's still all the same. In practice things don't play out like a spreadsheet. The person who will benefit most from grenades is the one who can use it most adeptly, regardless of weapon.

And how is nerfing the grenade going to make to make the game "revolve less around it"? It is a universally available weapon, people are going to use it regardless of how much it is nerfed. There is no point complaining about it.
The weapon really affects the grenade-usage, trust me. You need to try using grenades and a Barrett compared to grenades and an auto someday. Grenades will always be used and are universally available, that is true, but there are many issues which causes problems in the weapons balance as a result of grenades.

This argument will go on forever.
« Last Edit: March 12, 2009, 10:53:15 am by STM1993 »

Offline Sappy

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Re: Grenades
« Reply #13 on: March 12, 2009, 11:01:43 am »
Please stop being condescending.

And like I said, there is no point trying to get grenades changed, because they won't and can't be. You can't change it without making "weapon balance" as it is right now even worse. It is best to just accept it and learn to adapt, just like how people do with the AWP in CS.

Offline STM1993

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Re: Grenades
« Reply #14 on: March 12, 2009, 11:09:31 am »
And like I said, there is no point trying to get grenades changed, because they won't and can't be. You can't change it without making "weapon balance" as it is right now even worse. It is best to just accept it and learn to adapt, just like how people do with the AWP in CS.
Last two questions and this argument is done:

Why is it then that the other weapons keep changing rather than be accepted throughout the versions? Why is it that the grenades can now be thrown and hit on impact whereas in much older versions that was impossible?

Ultimately, whatever it is, the decision of such changes fall into the hands of the developers and the beta testers, and we'd have to adapt to what we are given. All we can do are just give our opinions.

I need to go, it's night here, got school and I'm tired.
« Last Edit: March 12, 2009, 11:19:33 am by STM1993 »

Offline Sappy

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Re: Grenades
« Reply #15 on: March 12, 2009, 12:00:40 pm »
I don't quite get what you're saying. Also, grenades have never been changed.

Offline STM1993

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Re: Grenades
« Reply #16 on: March 13, 2009, 12:59:56 am »
Also, grenades have never been changed.
Hmm, that's odd, I keep hearing stuff about "nades don't explode on impact from many versions ago", guess I'll need to investigate...

Offline Extacide

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Re: Grenades
« Reply #17 on: March 16, 2009, 12:08:27 am »
I don't know why I'm posting here again...guess soldat beckons me to play again

Let me elaborate on some things.

Quote
* Grenade pickups being EVERYWHERE on a map

Wrong. In team games at least, grenade packs only spawn when they're 'captured' I guess you could say from the opposing teams cache. It works the same way health packs. This is most prevalent in CTF where grenade packs are strategically aligned with spawn points. They do not spawn everywhere, they only spawn in the bases of the team who takes them from the opposing. In organized CTF matches, it's a common tactic to suicide rush into their base on certain maps and steal all of their grenades, leaving the opposing team literally crippled until they manage to steal some back.

Quote
1hit to legs :| i have never been agreed with it... thats just stupid...

No one really knows why that is, but popular speculation insists that it's actually a balance between ground advantage vs. air advantage. People generally try to stay higher than their opponent so that they have vertical superiority and a diagonal line of sight, which for most players is the most natural and easiest way to aim. This advantage is eliminated by grenades when the opposing player does not have air superiority. However...I don't really think even if this was the case, it'd be necessary due to the advantages of being on ground. (Better maneuverability)

Quote
but I would really like to see them renamed to "trip mines"

No.

Quote
Why do autos benefit the most from grenades? I don't see how grenades and choice of weapon affect each other in any way at all.

I think I can explain this better than STM.

Different weapons have different advantages and quirks to them. Bluntly put, grenade eliminates ALL uniqueness of guns for a flat-lined, straight-forward, universal one shot kill weapon. You can say it's balanced, but it's really not. Autos are the best example, because in situations where say a Spas would normally dominate an auto, gets leveled by an auto due to the factor of grenades. This is one of the main reasons by the way why spas is so underpowered and unused (or at least appears to be). Another situation: A ruger and auto are fighting and dodging with a polygon between them using it as cover. Naturally, the ruger would win because the auto cannot keep a bead (constant line of sight to maintain consistent spray, the key to autos). The ruger can simply move out of cover and put a few shots in and win, where as the auto simply cannot do the same amount of damage in such small bursts of time. However, this is eliminated because the auto can simply throw a grenade and deal the same exact amount of damage as a ruger can.

Quote
Grenades are probably what makes soldat so fast paced, and that's why many people like it..

1.2-1.2.1 had very fast-paced game play. The guns were VERY strong and the grenades were rarely used (because they didn't impact back then.) 1.3-1.4 they nerfed all guns and gave grenades the ability to impact, which basically flipped the scales. However, this nails the weapon balance like a train wreck, because the weapon balance revolves around grenades now.

Quote
It's still all the same. In practice things don't play out like a spreadsheet. The person who will benefit most from grenades is the one who can use it most adeptly, regardless of weapon.

And how is nerfing the grenade going to make to make the game "revolve less around it"? It is a universally available weapon, people are going to use it regardless of how much it is nerfed. There is no point complaining about it.

1. When you play in league levels, a lot of the players in the playoff ranking clans are very similar in playing skill. There is generally no player or group of players with a substantial difference in skill, rather in teamwork and experience. Trust me, when you factor out luck in soldat, it plays out to a spreadsheet 80% of the time.

2. The fact that it's a universally available weapon means nothing. Every weapon is universally available, that doesn't disregard the fact it's imbalanced. You see, of course people will always use grenades. It's not about limiting the usage, it's about reducing actual usability, which allows the actual guns to shine. Call them complaints; they're facts which ever way you coin it.

Quote
And like I said, there is no point trying to get grenades changed, because they won't and can't be. You can't change it without making "weapon balance" as it is right now even worse.

They probably won't be. However, you are pretty ignorant to how much grenades dumb down the weapon balance. If they removed them, it'd fix a lot of the balance issues that can't be fixed DUE to grenades. Basically, grenades turn all of the unique weapons into simple 'guns' that shoot bullets. Rarely are guns given the chance to do the work that they are denied by the excessive use of grenades.

Quote
Hmm, that's odd, I keep hearing stuff about "nades don't explode on impact from many versions ago", guess I'll need to investigate...

1.3. Grenades were modified to impact.
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Offline STM1993

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Re: Grenades
« Reply #18 on: March 16, 2009, 12:49:34 am »
I think I can explain this better than STM.
You certainly have, a whole lot better too in every part of the argument.

1.3. Grenades were modified to impact.
Hmm... I tested out some old versions of Soldat offline, apparently it is possible to hit the grenades on impact when you are on the ground (not so sure about mid-air). It did not hit my teammates at all (or at least in mid-air). Read the Soldat logs, couldn't find much.

v An extract of the log between 1.3.1 to 1.1.5

Code: [Select]
1.3.1 (09.12.2005)
- Added join spectator team button in team select menu
- Added new maps: DesertWind, htf_Rubik, ctf_Maya2, ctf_Lanubya (winner of ESL mapping contest) (by grand_diablo),
Blox, ctf_Snakebite, ctf_Ash (by chakapoko maker), htf_Dusk (by Michal), htf_Muygen (by The Geologist),
remakes: ctf_Death2 (by grand_diablo, NuZZ and MM), ctf_Dropdown2 (by Boxo, wp's by Keron Cyst)
- Added new secret ownage command
- Added file readonly.txt to prevent downloading certain files (original maps and sceneries cannot be downloaded)
- Added new anti-cheat solutions
- Added new command: /loadlist X (loads maplist from file X.txt);
- Added new command: /lobby (reregisters the server in the lobby server)
- Added log files split after reaching 512KB of size
- Added png and jpg files are supported by the file download system
- Modified default gostek graphics changed to EVO Gostek (by Michal)
- Modified fixes in maps: ctf_Equinox, ctf_Voland, ctf_B2b + all maps recompiled with PolyWorks
- Modified weapon balance (check weapons.ini for details)
- Modified all maps can be changed or voted in the in-game map change menu
- Modified all weapons must be reloaded after pick-up (prevents reload exploits)
- Modified can't vote until 2 minutes pass after server join
- Modified grenades don't explode on corpses (prevents lag bugs)
- Modified if texture can't be downloaded for map default one is loaded
- Modified all weapons bullets (except Barret, M79 and LAW) lose power after long distance (1 or more screens, to prevent blind spraying)
- Modified weapon can't be reloaded if is fully loaded
- Modified Barret has more movement speed aim penalty and has short wait time before firing
- Modified M79 gives 30% more self damage
- Modified knife throwing - speed of knife depends on how long you hold the throw button
- Fixed extreme bink on respawn
- Fixed lobby registering errors in non-dedicated server game
- Fixed yellow player name still after thrown away flag
- Fixed flame whizz sound
- Fixed players using the same file for headgear
- Fixed Spas-12 reload exploit
- Fixed grenade not exploding in close hit
- Fixed invisible LAW bug
- Fixed Soldat not compatible with some background programs
- Fixed blue team caps worth 20 instead of 25 points
- Fixed mp5 clip falling out
- Fixed killing through wall
- Fixed flames hit colliders
- Fixed various game and manual typing mistakes
- Fixed when player joined paused game his game wasn't paused
- Fixed server does not send messages to non-authenticated admin clients
- Fixed two grenades being thrown on server when player had a chainsaw
- Fixed autorecording start on map change

1.3 (05.08.2005)
- Added new gamemode: Hold the Flag
- Added new maps: htf_Mare (by Demonic/Legend), Daybreak, inf_Moonshine (by chakapoko maker), htf_Void (by MM),
ctf_Nuubia (by Troskal) htf_Boxed, htf_Futura, htf_Nuclear (by grand_diablo), htf_Arch (by Sticky)
htf_Desert (by DeMonIc), Airpirates (by Ville)
- Added possibility to throw away flag (press jump + crouch buttons at once, default W + S)
- Added dodge move - pressing the jets button while jumping backwards makes the player do a back-flip
- Added flames from flamer stick to victim and make him die slowly in pain, flames can stick to other people
- Added team player names appear on screen borders (F2 key turns this on/off)
- Added bullet statistics after kill (distance of shot, airtime and number of ricochets)
- Added add, delete to favourite servers list buttons. List holds now server names, IPs, ports and passwords.
- Added reason and voter displayed on map or kick vote
- Added when playing on a weapons mod server all weapon statistics are shown in weapons menu
- Added when selecting weapons little help messages appear (for new players, dissappears after few runs of game)
- Added autocomplete button (Tab), when you type the beginning of someones name and hit Tab it will auto complete
- Added more chat text can be typed and shown (long texts are scaled so they fit screen)
- Added spectator can use free cam by pressing jump button (default W button)
- Added names appear next to players when in spectator mode
- Added menu option to specify amount of kills/deaths to win/lose weapon in advance mode
- Added selection of No weapon for secondary
- Added penalty time in Infiltration and HTF when teams are uneven
(points are added every 5 seconds + 2 seconds for every uneven team member)
- Added penalty for capture points in Infiltration when teams are uneven
(30 points for capture - 5 points for every red team member more)
- Added full weapons modifications (edited in a file 'weapons.ini'),
servers with weapons mods have a prefix '(WM)' in their name
- Added Infiltration and HTF options in soldat.ini -
Blue_Points_Time (time for blue team to get point in seconds); Red_Points_Capture (amount of points for capture);
HTF_Points_Time (time to get point in seconds)
- Added soldat.ini options Max_Flood_Warnings, Max_Ping_Warnings, (warnings until kick),
MaxConnections (max file server connections, tweak this if server crashes on map download)
Disable_AntiCheat_Kick (basicly disables anti-cheat), TooMuch_Packets_*, Flooding_Packets_*
(specifies amount of packets from client when flooding occurs)
- Added soldat.ini options for setting packet send rate T1_*, works when connection type is set to T1 (Internet_Connection=3)
example: T1_Snapshot=40, sends this packet every 40 ticks (60 ticks = 1 second).
- Added KillConsole_Length and MainConsoleLength value to soldat.ini
- Added running Soldat mods through "-mod" parameter ex. "Soldat.exe -mod HarryPotter" - loads all graphics, sounds and txt files
from folders in Soldat\Mods\HarryPotter
- Added file "Soldat\Txt\font.ini", allows to change in-game font (useful for mods and translations)
- Added flame animations are now in different files than explosion (for mod-makers)
- Added files "m2-2.bmp" and "bow-2.bmp" so these weapons don't have to be symmetrical (for mod-makers)
- Added client command "/info" - displays info from server about address, timelimit, nextmap etc.
- Added command "/loadwep" for reloading 'weapons.ini', useful for tweaking settings
- Added /loadwep command works with other files eg. /loadwep weapons121 (loads weapons121.ini settings)
- Added command "/loadcon" for reloading the config file (soldat.ini) while in-game, useful for tweaking network settings
- Added command "/gamemode X" for changing gamemodes (X = 0 DM, 1 PM, 2 TM, 3 CTF, 4 RM, 5 INF, 6, HTF)
- Added commands: "/advance 0-1", "/realistic 0-1", "/survival 0-1", for changing server game settings (eg. /realistic 1)
- Added command "/unbanlast" unbans last vote/server/admin ban
- Added command "/banlast" (similar to /kicklast, bans the last person that entered the server, ban works for 1 hour)
- Added command "/kill X" (X can be player's number or name) (of course this is an admin command)
- Added packet send rate adjusting depending on number of players (smoother play with few players, less bandwidth cost for lots
of players, can be turned off in soldat.ini 'PacketRate_Adjusting=0')
- Added working pause for server and players
- Added if player which is being voted on leaves the game then he gets temporarily banned
- Added different files of gostek for second team (for mods, possibility of two different looking teams)
- Added different files for weapon muzzle fires (for mods)
- Added F8 button for fast forwarding demo playing
- Added new anti-cheat detection methods
- Added self-bink on auto weapons - gun becomes innacurate while auto-firing
- Modified all weapons rebalanced
- Modified weapons: shotgun has more kickback, less horizontal boost for minigun
- Modified LAW has startup time, hold fire for about 0.3 seconds to fire
- Modified bodies preserve velocity after death
- Modified survival mode round ends when everybody on team is killed in CTF and capture point is added for winners
- Modified in survival mode all players and flags respawn after round end
- Modified player joining a survival mode game is dead until end of round
- Modified flame god mode time is shorter (10 seconds) and works on all gamemodes
- Modified flamer is not lost after flame god mode, can be thrown away after but dissapears
- Modified increased radius of pick up (flags, boxes, weapons) slightly
- Modified cursor gets bigger when bink effect occurs (eg. when hit by bullet holding Barret)
- Modified when calling a vote you need to type the reason for the vote
- Modified can't call a vote for 2 minutes after previous vote
- Modified chat taunts are automaticly sent after pressing Alt+key, after pressing the chat button they can be selected the old way
- Modified mp3 music volume is independent from sound volume (Music volume option works for mp3)
- Modified console is more transparent when weapons and team menu show up
- Modified disabled "/adminpass" command in dedicated server, for security reasons
- Modified "mapslist.txt" is reloaded every map change
- Modified flags are dropped not respawned after player disconnect
- Modified ricochet angle is slightly larger
- Modified rambomatch: players can't kill each other if someone is rambo
- Modified bullet hit damage ratio for head, 5% less damage (current ratios: legs 90%, torso 100%, head 115%)
- Modified network bullet start position according to player ping and bullet owners ping
- Modified spectator cam is faster
- Modified flood kick ban is 20 minutes now
- Modified capture points for player = 20 points
- Modified game admins cannot be kicked
- Modified server is automaticly unpaused if all players disconnect
- Modified idle kick time lowered to 3 minutes
- Modified "/setteam5" works on all game modes
- Modified automatic ping sort works only after whole list is downloaded or cancel pressed
- Modifed or fixed maps Arena2, ctf_B2b, ctf_Viet
- Fixed grenade selfkilling
- Fixed chainsaw collision so it is possible to massacre bodies
- Fixed not being able to chat on map change
- Fixed time does not flow if game is paused
- Fixed mp3 playing when list loops
- Fixed Advance mode cheat allowing to pick a disabled weapon with the keyboard
- Fixed server host bullet hit boost effect
- Fixed LAW exploit (dropped LAW must be reloaded)
- Fixed alt+F4 doesn't make a screenshot
- Fixed server-client time synchronization
- Fixed friendly fire for clients (team players don't bleed if it is off)
- Fixed if holding two weapons of the same kind - losing both when throwing one away
- Fixed bug when dead guys bullet didn't do any damage
- Fixed kills console fades when showing players menu
- Fixed M79 wall bug
- Fixed fast shot piercing wall bug
- Fixed causes of weapon jamming after reload
- Fixed causes of mute bug
- Fixed causes of invisible bullets in multiplayer
- Fixed wave respawn in dedicated server (if there are few players it takes less seconds to respawn)
- Fixed "biodro.bmp", "biodro2.bmp" and "reka.bmp"
- Fixed player does not join same team if chosen from change team menu (can be used for canceling the menu)
- Fixed paused server can be joined
- Fixed modified animations bug
- Fixed no respawn time showing after changing team from spectator
- Fixed changing video mode when joining server with wrong password
- Fixed soldat.ini value "Record_Time=", time in minutes of the autodemo rerecording
- Fixed all filelogs are now updated every minute only (can be specified in soldat.ini "LogFilesUpdate=")
- Fixed realistic mode visibility point, so players with head in ceiling are visible

1.2.1 (26.10.2004)
Added Auto map downloading from server
Added Bullet and missile ricochets
Added New Advance Mode
Added Bullet time effect
Added Auto recording feature
Added Mute player option (commands: /mute, /unmute)
Added Option to take screenshot on final score
Added Bots aim better with Barret and Ruger on Impossible level
Added Weapons aim is affected by bullet hits (the bink effect)
Added Aim is affected more by player speed
Added In CTF health and grenade boxes spawn on players team side, player can pick up enemy boxes and "steal" them on his side
Added Players get kicked from server after 5 minute idle time
Added Console messages are transparent after pressing F1
Added Option to disable sniper line server-side in soldat.ini
Added New map anti-hack system
Added New voting system with menu for selecting "yes" or "no"
Added Server makes an automatic kick vote if cheating is detected to prevent unfortunate bans
Added Weapon muzzle collision detection with polygons and colliders to prevent hidden camping
Added Grenade and medikit boxes can be hit by bullets on LAN
Added Parachute drops off after pressing jets button
Added /maxplayers to commands list in manual
Added New buttons for mp3 playing: F6 - Previous song; F7 - Next Song
Added New DM maps: remake of old HH, Bigfalls, Tropiccave
Added New CTF maps: ctf_Chernobyl, ctf_Crashed, ctf_Dropdown, ctf_Equinox, ctf_Maya
Added New INF map: inf_Invasion
Modified Mp3's are now played only through .m3u lists (put them in the \Mp3 folder)
Modified Minigun has less bullet spray
Modified Ak-74 has slightly more power
Modified Cursor is 2 times smaller with sniper line
Modified Kill console is longer
Modified Death ambient sound
Modified Guns stay 5 seconds longer
Modified Maps: ctf_B2b, ctf_Voland, Arena2 and other minor map changes
Modified No limit for unregistered version demo recordings
Modified More recoil in realistic mode for Ruger 77
Modified Survival mode enabled in Pointmatch and CTF
Modified Servers list sorts by ping after request
Modified Health and grenade box don't spawn at the same place after picking up
Modified Explosions have less impact on flags
Fixed Double shooting law exploit
Fixed Server filter options not saved
Fixed Flag collisions with map and player
Fixed Mp3 playing during intro
Fixed Spectators being kicked for cheating
Fixed Soldat window showing on the center of desktop instead of screen (for multi-monitor systems)
Fixed Space button could not be assigned to keys
Fixed Soldier shivering on horizontal polygons

1.2.0 (21.01.2004)
- Added demo recording (F8 key)
- Added new gameplay intro
- Added smooth polygon edges
- Added spectator mode
- Added player jet flames color can be changed for registered players
- Added registered players will have a star next to their name on the players list
- Added fast bullets pierce soldiers body
- Added close and fast bullet shots are more brutal
- Added grenades, M79 bullets and LAW missiles explode from each other
- Added remakes of old maps: Arena3 and ctf_Death
- Added smoke after explosion
- Added new explosion effects
- Added small effect on flag capture
- Added new secret animation
- Added sound when time appears in console
- Added stationary gun use sound
- Added every weapon has different bullet and shell graphics
- Added total game texts localisation, localised files placed in Soldat\Txt\Languages
- Added in-game statistics in Logs\GameStat.txt (updated every 30 seconds)
- Added log.txt and consolelog.txt saved in Logs directory with numbers (for dedicated server)
- Added custom profile taunts saved in Soldat\Profiles
- Added players number display in non-team games in players list
- Added network compression (if causes lag on slower machines can be disabled in Soldat.ini)
- Added network code optimisation (less server bandwidth)
- Added LAW and M79 grenade explode if hit player but lag does not show it
- Added more anti-cheat solutions
- Added remote admins can always join server even if full
- Added spectator can switch to the previous player with jets button (default: right mouse click)
- Added game can be joined from parameter with password ex. Soldat.exe 127.0.0.1 23073 password
- Added server joining through URL address ex. type in browser soldat://127.0.0.1:23073/
- Added protection against invalid characters in name (only keyboard chars allowed)
- Added names cannot be empty or have spaces in the end
- Added two players can't have the same name (player name changes by server)
- Added double pressing the command key '/' enters the last typed command
- Added pressing the command key '/' displays corresponding player numbers in players menu (F1)
- Added /Kick and /Ban commands can work with player numbers or names now ex. /Kick 2 or /Kick Loser
- Added new server commands:
/addbot1 [name], /addbot2, /addbot3, /addbot4 - for adding team bots
/setteam1 [number], setteam2, setteam3, setteam4 - forces the player to join team
/kicklast - kicks the player that last joined the server
/respawntime [seconds] - changes the respawn time
/maxrespawntime [seconds] - changes the maximum respawn time in team games
/limit [number] - changes the current game limit (kills/points/captures)
/timelimit [minutes] - changes the current time limit
/bonus [number] - changes the frequency of bonuses
/friendlyfire [0/1] - changes friendly fire settings
/vote% [0-100] - changes the percentage of players needed to vote on a map or kick
/password [word] - changes temporarily the server password
/adminpass [word] - changes the remote admin password
/adminlog [password] - for client, logs in as a remote admin on the server using password
- Fixed player-map collision, no more sliding, less polygon holes
- Fixed flag collision bugs
- Fixed player can't move with no weapon if prone
- Fixed idle animations not to interrupt firing
- Fixed various map polygon bugs
- Fixed some joining server issues
- Fixed pick-up medikit health lag on client
- Fixed LAW not disappearing bug
- Fixed pinging servers with the same IP
- Fixed "lobby forward" join and ping issues
- Fixed flag appearing in wrong places on client
- Fixed player getting kicked if didn't choose weapon and USSOCOM was disabled
- Fixed two bows bug when one bow was knocked out
- Fixed warp effect on client if player stood still and was shot
- Fixed chat messages are now guaranteed to arrive on server
- Fixed profile settings not working
- Fixed link on profile selection screen
- Fixed "List out of bounds" error if profile was deleted and used
- Fixed game not saving some settings when started with "-start" parameter
- Fixed Spas-12 reload issues
- Fixed soldier doesn't play grenade animations or sounds if can't throw grenade
- Fixed reload sound stops if player dies, throws out or changes weapon
- Fixed player could not get up with default key if reloading
- Fixed gun jammed when fired quickly after weapon change
- Fixed player couldn't lose weapon if crouching or prone and other no weapon issues
- Fixed double Spas-12 reload sound
- Fixed Spas-12 shooting at self sometimes on client
- Fixed M79 throwing out tons of shells bug
- Fixed player can roll now when reloading
- Fixed player could not get up if had no weapon
- Fixed jumping backwards
- Fixed player fired after clicking vote map or kick
- Fixed weapons being more accurate when shot down-right or up-left
- Fixed stationary gun flying bug
- Fixed player losing weapon if picked up gun while changing weapons
- Fixed weapon created with no force applied on client
- Fixed time display in players menu
- Fixed spawn effect team color
- Fixed wrong message displayed on top of players list if there was a tie in team games
- Fixed clanmatch option
- Fixed player death animaton issues on client
- Fixed player could not play idle animations if had no weapon
- Fixed cursor player info not showing if team player was not standing or dead
- Fixed player not disconnected if pressed Alt+F4
- Fixed window not restoring properly after Alt+Tab or minimize
- Fixed display of names containing character '|' in dedicated server panel
- Modified functional keys: F4 - screenshot, F8 - record demo, F9 - minimize, F10 - pause
- Modified player gets point for killing Rambo, player loses point if kills non-Rambo
- Modified realistic mode field of view, you can not see what is behind you now
- Modified realistic mode fall damage (only falling hurts, doesn't kill instantly)
- Modified range of Barret scope increases slowly
- Modified stationary gun layout on ctf_Kampf
- Modified jet fuel regenerates 2 times faster when on ground
- Modified stationary gun overheats after time and is less accurate after while of firing
- Modified LAW can be fired while prone
- Modified can use jet boots while rolling
- Modified flamer does not kill owner
- Modified flamer has longer distance
- Modified physics - player speed affects bullets speed
- Modified physics - player speed is not limited (1.0xb M79 tricks possible)
- Modified bullets have more power impact on bodies (head shots are more spectacular)
- Modified hit point power ratio:
head shot was: 110% is: 120%
torso shot is: 100%
leg shot was: 80% is: 90%
- Modified weapons stats:
Auto weapons: power increased slightly
FN Minimi: reload time decreased
M79: speed increased by 5%
LAW: shorter reload time, can be fired only from full crouch or prone, 1 second delay on start
Chainsaw: is stronger and has less ammo
- Modified respawn time in team games can't be less than 2 seconds to prevent immediate respawn
- Modified multi kill messages
- Modified big kill text ('killed by ...') can't be very large
- Modified cursor does not center on respawn
- Modified player name can hold 4 more characters
- Modified background colors on most of the maps
- Modified M79 bullet is more visible
- Modified bigger, more brutal blood
- Modified join and leave player messages are now team color coded
- Modified chat message color
- Modified maximum chat message letters
- Modified stereo sound listener is now on player (you hear what your player hears, like you would be him)
- Modified vote map and vote kick rules (default 33%+1 players needed to vote on something)
- Modified team respawn counter sets smaller seconds values
- Modified remote admins cannot be banned
- Modified can play now with modified animations over network
- Modified file logging is disabled by default because of performance issues
- Modified log files - new format, unified date and time
- Modified Terminator bot updated with new Terminator 3 quotes!

plus Soldat 1.1.5 fix:
- Fixed 2 flags bug
- Fixed bullets and explosions crazy multiplying on lag
- Fixed weapon lose bug
- Fixed weapon selection with keyboard if weapons disabled
- Fixed client kill log file issues
- Fixed players wrong respawn after map change
- Fixed stationary gun bullet trail
- Modified stationary gun bullet explode sound
- Modified weapon graphics size restrictions
 

1.1.5 (13.07.2003)
- Added stationary gun (M2 machine gun on some maps)
- Added maps: Krab and ctf_Kampf (old version remake)
- Added new lethal knife throw
- Added option to disable USSOCOM, Knife, Chainsaw or LAW
- Added LAN servers search option
- Added "Never forward through lobby" for server option in setup
- Added flames from flame bow
- Added "Sniper Line" option (line between player and cursor)
- Added option to easily add admins in dedicated server
- Added server is now protected from "connect" flooding
- Added protection against weapon graphics cheat
- Added protection against animation, objects cheat
- Fixed various map bugs
- Fixed weapon losing bugs
- Fixed flag missing bug when player out of map bounds
- Fixed secondary weapon cheat
- Fixed map maker cheat
- Fixed modem jet cheat
- Fixed missing and modified map scenery bug
- Fixed weapons menu not showing when all primary weapons disabled
- Fixed kills count display on right
- Fixed bot problems when secondary weapons disabled
- Modifed weapons menu button locks the menu
- Modifed LAW reload is slightly faster
- Modified chainsaw now has reload time and is weaker
- Modifed jetpack can be used when crouched, prone and parachute on
- Modifed LAW missile smoke slightly
- Modified options layout
- Improved some map visuals and spawn points
« Last Edit: March 16, 2009, 12:59:29 am by STM1993 »

Offline muzikman

  • Major
  • *
  • Posts: 96
Re: Grenades
« Reply #19 on: March 16, 2009, 03:56:49 pm »
Quote
   * Grenade pickups being EVERYWHERE on a map
This is true on deathmatch though.  Still a matter of opinion whether that's a bad thing though.


Also, no one is talking about clusters.  Sure no one can agree they're fine as they are...