Author Topic: Steyr Aug, Law, and Grenades  (Read 8940 times)

0 Members and 1 Guest are viewing this topic.

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Steyr Aug, Law, and Grenades
« on: May 31, 2012, 06:06:31 pm »
Steyr AUG- Go back to a 30 round magazine

Law- no wait time to shoot (you already have to kneel)

Grenades- This is the most unbalanced weapon in the game. If you hit someone dead on with a grenade they should be dead everytime.

Offline TheOne

  • Soldier
  • **
  • Posts: 208
Re: Steyr Aug, Law, and Grenades
« Reply #1 on: June 01, 2012, 02:44:53 am »
Specify which gamemode you are talking about.
Grenades not killing aren't a result of weapon balance but of bugs.

Offline Fujifabric

  • Soldat Beta Team
  • Soldier
  • ******
  • Posts: 134
  • richter
Re: Steyr Aug, Law, and Grenades
« Reply #2 on: June 01, 2012, 11:59:18 am »
If we're talking normal mode then yes I'd also like no start up time for Law... half of the times it only boost enemies anyway (considering that in other games even being near the trajectory of a RPG kind of weapon is deadly enough). There's more range with the Law but the lengthy reload and the skill that it takes to hit a target from a distance (and having to crouch and all) it's already enough imo for it to have start up time, also more damage would be nice since the Law is a precision weapon but the damage it makes has to be effective or otherwise is useless. The long reload should stay since it what balances it at the end. I think it wouldn't have such a big impact changing this since if you already had enough time to shoot the Law then won't make a difference, but in spawn situations could be a good defense.

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Re: Steyr Aug, Law, and Grenades
« Reply #3 on: June 01, 2012, 03:26:52 pm »
Specify which gamemode you are talking about.
Grenades not killing aren't a result of weapon balance but of bugs.

They need to fix the bugs then. Grenades have been fucked up for too long there shouldnt be any major bugs like that left in this game its been out for a very long time now and its came a long way but theres big time flaws. Im talking in regular normal mode btw.

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Re: Steyr Aug, Law, and Grenades
« Reply #4 on: June 01, 2012, 03:27:45 pm »
If we're talking normal mode then yes I'd also like no start up time for Law... half of the times it only boost enemies anyway (considering that in other games even being near the trajectory of a RPG kind of weapon is deadly enough). There's more range with the Law but the lengthy reload and the skill that it takes to hit a target from a distance (and having to crouch and all) it's already enough imo for it to have start up time, also more damage would be nice since the Law is a precision weapon but the damage it makes has to be effective or otherwise is useless. The long reload should stay since it what balances it at the end. I think it wouldn't have such a big impact changing this since if you already had enough time to shoot the Law then won't make a difference, but in spawn situations could be a good defense.

I agree.

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: Steyr Aug, Law, and Grenades
« Reply #5 on: June 01, 2012, 07:43:10 pm »
Grenades not killing might partly be a balance issue actually.

[Grenade]
Damage=150000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=0
Recoil=0

That's exactly 100% hp, that is, if you hit the body or the legs. Hit the head and you won't die from the nade. If you reduce the grenade damage slightly, you can still kill if you hit the legs but not if you hit the body or head. It is as if the grenade is affected by an inverted hitbox modifier.
« Last Edit: June 01, 2012, 07:48:25 pm by STM1993 »

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Steyr Aug, Law, and Grenades
« Reply #6 on: June 02, 2012, 05:44:04 pm »
That's exactly 100% hp, that is, if you hit the body or the legs. Hit the head and you won't die from the nade. If you reduce the grenade damage slightly, you can still kill if you hit the legs but not if you hit the body or head. It is as if the grenade is affected by an inverted hitbox modifier.
The "inverted hitbox modifier" you're mentioning is probably because of the way explosions deal damage. The position of the player is at the feet, which means the nade is "closer" to the player when you hit from below. While this makes gameplay a bit interesting in the way that you deal more damage from above when shooting, and from below when nading, my guess is that it wasn't meant to be this way. It would be nice with more input on the matter though, so I don't go fixing something that most players want to keep. :P
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Re: Steyr Aug, Law, and Grenades
« Reply #7 on: June 02, 2012, 06:06:03 pm »
That's exactly 100% hp, that is, if you hit the body or the legs. Hit the head and you won't die from the nade. If you reduce the grenade damage slightly, you can still kill if you hit the legs but not if you hit the body or head. It is as if the grenade is affected by an inverted hitbox modifier.
The "inverted hitbox modifier" you're mentioning is probably because of the way explosions deal damage. The position of the player is at the feet, which means the nade is "closer" to the player when you hit from below. While this makes gameplay a bit interesting in the way that you deal more damage from above when shooting, and from below when nading, my guess is that it wasn't meant to be this way. It would be nice with more input on the matter though, so I don't go fixing something that most players want to keep. :P

Go ahead and change it for a version. Nades need to be fixed.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Steyr Aug, Law, and Grenades
« Reply #8 on: June 02, 2012, 07:15:01 pm »
Personally, I like the start-up time for LAW. LAW campers can be pretty annoying. Like M79 campers except worse - they get better range as well as a better gun to switch to, since LAW is a secondary. Start-up time is the only thing that prevents this being too effective because you get the opportunity to spot the camper in time and dodge the shot.
LAW is and should stay a heavy defensive/supportive weapon. It's all about picking the right place and the right time to catch your enemy in a bad spot and take him out with one good shot from a safe distance. When that happens - it really feels like it's been a skillful kill. Point'n'click is not this weapon's style IMHO.

That's exactly 100% hp, that is, if you hit the body or the legs. Hit the head and you won't die from the nade. If you reduce the grenade damage slightly, you can still kill if you hit the legs but not if you hit the body or head. It is as if the grenade is affected by an inverted hitbox modifier.
The "inverted hitbox modifier" you're mentioning is probably because of the way explosions deal damage. The position of the player is at the feet, which means the nade is "closer" to the player when you hit from below. While this makes gameplay a bit interesting in the way that you deal more damage from above when shooting, and from below when nading, my guess is that it wasn't meant to be this way. It would be nice with more input on the matter though, so I don't go fixing something that most players want to keep. :P
I always thought grenades are supposed to one-shot an enemy no matter where you hit, and when an enemy miraculously survives a grenade - it has always seemed like a bug to me. It may be a fun game mechanic, but most people probably see it as a bug/eat rather than a game mechanic, so it's probably worth just increasing grenades' damage so the game makes more sense. I'd also suggest making grenades completely ignore the head hitbox.
« Last Edit: June 02, 2012, 07:19:02 pm by L[0ne]R »

Offline Vucgy92

  • Soldier
  • **
  • Posts: 221
  • cyklon-b is the only way
Re: Steyr Aug, Law, and Grenades
« Reply #9 on: June 03, 2012, 08:06:13 am »
Steyr AUG- Go back to a 30 round magazine
No... 25 is okay.
Law- no wait time to shoot (you already have to kneel)
No wait time is low so it isn't annoying and also a prevent of roll and shot the law in your knees"

Grenades- This is the most unbalanced weapon in the game. If you hit someone dead on with a grenade they should be dead everytime.
Hm... Yes this is good. I hate when someone hits me(100 hp) and kills instant with grenade and when I throw at the enemy he survives ...
Choose one,
Bonecrusher

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Re: Steyr Aug, Law, and Grenades
« Reply #10 on: June 03, 2012, 03:33:12 pm »

Grenades- This is the most unbalanced weapon in the game. If you hit someone dead on with a grenade they should be dead everytime.
Quote
Hm... Yes this is good. I hate when someone hits me(100 hp) and kills instant with grenade and when I throw at the enemy he survives ...

Them throwing nades at me and killing me and me not killing them with nades happens all the time. shitty game play, nades need to be tweaked.

Offline Zero Static

  • Major(1)
  • Posts: 10
Re: Steyr Aug, Law, and Grenades
« Reply #11 on: June 06, 2012, 12:37:09 am »
The nades hitting feet for more damage than the head is an integral part of the gameplay, and simply must not be changed if any semblance of Soldat's fast paced action is to be kept.

It is the perfect deterrent to people hovering on the roof and spraying. Remove nade kills on feet, and you've effectively slowed the game to a crawl, and ruined most of the competitive game play.

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Steyr Aug, Law, and Grenades
« Reply #12 on: June 10, 2012, 02:41:04 am »
The nades hitting feet for more damage than the head is an integral part of the gameplay, and simply must not be changed if any semblance of Soldat's fast paced action is to be kept.

It is the perfect deterrent to people hovering on the roof and spraying. Remove nade kills on feet, and you've effectively slowed the game to a crawl, and ruined most of the competitive game play.
I obviously wasn't meaning to make nades weaker, just wondering if making them kill from above too would be a good idea. :P
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: Steyr Aug, Law, and Grenades
« Reply #13 on: June 10, 2012, 12:05:24 pm »
1. You can't simply "fix" grenades not killing everytime. It is a result of the way client-server networking works in Soldat. Would require complete redesign and rewrite of big part of the codebase. I really doubt this is going to be fixed ever.

2. I don't see how increasing AUG ammo to 30 would improve anything. At best, it would only make it more alike to other autos and thus even more flexible than it is already.

3. LAW startup time should indeed be removed! The secondary balance is completely off because of this - LAW has been underused ever since it got the delay(although it's not the only reason, especially when knife didn't have the delay)

The nades hitting feet for more damage than the head is an integral part of the gameplay, and simply must not be changed if any semblance of Soldat's fast paced action is to be kept.

It is the perfect deterrent to people hovering on the roof and spraying. Remove nade kills on feet, and you've effectively slowed the game to a crawl, and ruined most of the competitive game play.

Not entirely so. Soldat used to be far faster in the past, back when deagles killed with two shots, barrett or knife/LAW had no delay etc. Nades are completely overused when compared to main+secondary weapons, to such extent that combat is more about hitting your nades than hitting your bulles.

kthxbai
« Last Edit: June 10, 2012, 12:07:55 pm by Clawbug »
Fight! Win! Prevail!

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Steyr Aug, Law, and Grenades
« Reply #14 on: June 10, 2012, 01:25:31 pm »
1. You can't simply "fix" grenades not killing everytime. It is a result of the way client-server networking works in Soldat. Would require complete redesign and rewrite of big part of the codebase. I really doubt this is going to be fixed ever.
I wouldn't be too sure. Some solution for it may be implemented sometime this year, if things work out well enough... Do they ever? :/
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline some idiot with a gun

  • Major(1)
  • Posts: 34
Re: Steyr Aug, Law, and Grenades
« Reply #15 on: June 10, 2012, 03:35:52 pm »
no.no.no.no.no.no.

Do not get rid of the start up time for the LAW (by start up time I hope you mean the time it takes for it to fire when its loaded and you're crouching)
mainly because you have those milliseconds to "aim" the LAW in the general area of the enemy and hope for the best. If you were to get rid of said start up I would be missing half the time as I am always thinking where the enemy is going to go to next and how long it'll all take until the bullet hits the enemy, removing it would ruin it for myself and all those people who know how to correctly use the LAW
You see that idiot running around with a M79? Yeah thats probably me..

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: Steyr Aug, Law, and Grenades
« Reply #16 on: June 10, 2012, 03:38:16 pm »
no.no.no.no.no.no.

Do not get rid of the start up time for the LAW (by start up time I hope you mean the time it takes for it to fire when its loaded and you're crouching)
mainly because you have those milliseconds to "aim" the LAW in the general area of the enemy and hope for the best. If you were to get rid of said start up I would be missing half the time as I am always thinking where the enemy is going to go to next and how long it'll all take until the bullet hits the enemy, removing it would ruin it for myself and all those people who know how to correctly use the LAW

And you can't wait a split second before you shoot? You easily have enough time when you crouch anyway. Besides, there was no such problem with Barrett or LAW before they had a delay. You know, in the past they shot instantly and it was fine.
Fight! Win! Prevail!

Offline Vucgy92

  • Soldier
  • **
  • Posts: 221
  • cyklon-b is the only way
Re: Steyr Aug, Law, and Grenades
« Reply #17 on: June 10, 2012, 04:16:21 pm »
no.no.no.no.no.no.

Do not get rid of the start up time for the LAW (by start up time I hope you mean the time it takes for it to fire when its loaded and you're crouching)
mainly because you have those milliseconds to "aim" the LAW in the general area of the enemy and hope for the best. If you were to get rid of said start up I would be missing half the time as I am always thinking where the enemy is going to go to next and how long it'll all take until the bullet hits the enemy, removing it would ruin it for myself and all those people who know how to correctly use the LAW
EXACTLY THE LAW START-UP IS A GIFT NOT A PROBLEM.
Choose one,
Bonecrusher

13th_account

  • Guest
Re: Steyr Aug, Law, and Grenades
« Reply #18 on: June 10, 2012, 05:22:14 pm »
no.no.no.no.no.no.

Do not get rid of the start up time for the LAW (by start up time I hope you mean the time it takes for it to fire when its loaded and you're crouching)
mainly because you have those milliseconds to "aim" the LAW in the general area of the enemy and hope for the best. If you were to get rid of said start up I would be missing half the time as I am always thinking where the enemy is going to go to next and how long it'll all take until the bullet hits the enemy, removing it would ruin it for myself and all those people who know how to correctly use the LAW

It wouldn't matter for your accuracy if the startup was there or not. Currently you're doing your aiming just before the LAW fires, without the startup you'd still be doing your aiming just before it fired. It's just a matter of habit. Nevertheless, in the current situation it seems unlikely that the startup would disappear completely anytime soon as the LAW already has its fair share of kills, and is the only secondary weapon that's close to being balanced.

Offline Dusty

  • Veteran
  • *****
  • Posts: 1015
Re: Steyr Aug, Law, and Grenades
« Reply #19 on: June 10, 2012, 06:57:44 pm »
EXACTLY THE LAW START-UP IS A GIFT NOT A PROBLEM.

hahahahaha what

Offline GAMEOVER

  • Camper
  • ***
  • Posts: 303
Re: Steyr Aug, Law, and Grenades
« Reply #20 on: June 10, 2012, 11:14:52 pm »
atleast I know where to find lower intelligence.

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: Steyr Aug, Law, and Grenades
« Reply #21 on: June 11, 2012, 07:34:00 am »
the LAW already has its fair share of kills,

[citation needed]
Quote
and is the only secondary weapon that's close to being balanced.
Based on what? What is your definition of balance in this context?

Last time I saw weapon usage statistics from competitive scene(I think it was SCTFL), knife had around 80 % share of the secondary kills. I guess there hasn't been such weapon usage statistics gathering for some time now? Besides, I find it very hard to believe this would've changed much during the past few years, since the trend has been to play smaller and more fast-paced maps where LAW's limitations make it even less favorable against the flexibility of knife.
« Last Edit: June 11, 2012, 07:39:27 am by Clawbug »
Fight! Win! Prevail!

13th_account

  • Guest
Re: Steyr Aug, Law, and Grenades
« Reply #22 on: June 11, 2012, 09:15:36 am »
the LAW already has its fair share of kills,

[citation needed]

Just from the stats I have readily available to me...

SCTFL 19 (1.6.2)
Code: [Select]
HK MP5        52897  29%
FN Minimi     33488  18%
Steyr AUG     25761  14%
Spas-12       20287  11%
Ak-74         20261  11%
Ruger 77      12509   7%
M79            8448   5%
Desert Eagles  6494   4%
Barrett M82A1  4071   2%
XM214 Minigun   423   0%

Combat Knife 19400  77%
LAW           5081  20%
USSOCOM        745   3%
Chainsaw        66   0%

Grenade 55386  21% (of total)
Hands    2813   1%

Last 14 days of #soldat.gather (1.6.3)
Code: [Select]
Ruger 77      23200  17%
Steyr AUG     21294  16%
Spas-12       20898  16%
HK MP5        16865  13%
Ak-74         12144   9%
M79           11410   9%
Barrett M82A1 10717   8%
Desert Eagles  8090   6%
FN Minimi      7824   6%
XM214 Minigun   225   0%

Combat Knife 13404  62%
LAW           6597  31%
USSOCOM       1131   5%
Chainsaw       348   2%

Grenade 36083  19% (of total)
Hands    2409   1%


Quote
and is the only secondary weapon that's close to being balanced.
Based on what? What is your definition of balance in this context?

Balance for the secondaries would be 25% usage for all weapons, while they're fun and in check with the primaries.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Steyr Aug, Law, and Grenades
« Reply #23 on: June 11, 2012, 09:45:26 am »
Low % of use for SOCCOM may be due to low % for M79/Barrett, which are what you usually compensate with a faster weapon. Since autos are more popular, it's no surprise people choose one-shots as secondaries in competitive scene more often. Stats might be very different in pubs.
« Last Edit: June 11, 2012, 09:53:17 am by L[0ne]R »

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: Steyr Aug, Law, and Grenades
« Reply #24 on: June 11, 2012, 09:51:22 am »
Just from the stats I have readily available to me...

SCTFL 19 (1.6.2)
Code: [Select]
HK MP5        52897  29%
FN Minimi     33488  18%
Steyr AUG     25761  14%
Spas-12       20287  11%
Ak-74         20261  11%
Ruger 77      12509   7%
M79            8448   5%
Desert Eagles  6494   4%
Barrett M82A1  4071   2%
XM214 Minigun   423   0%

Combat Knife 19400  77%
LAW           5081  20%
USSOCOM        745   3%
Chainsaw        66   0%

Grenade 55386  21% (of total)
Hands    2813   1%

Last 14 days of #soldat.gather (1.6.3)
Code: [Select]
Ruger 77      23200  17%
Steyr AUG     21294  16%
Spas-12       20898  16%
HK MP5        16865  13%
Ak-74         12144   9%
M79           11410   9%
Barrett M82A1 10717   8%
Desert Eagles  8090   6%
FN Minimi      7824   6%
XM214 Minigun   225   0%

Combat Knife 13404  62%
LAW           6597  31%
USSOCOM       1131   5%
Chainsaw       348   2%

Grenade 36083  19% (of total)
Hands    2409   1%
Interestnig, thank you.


Quote
Balance for the secondaries would be 25% usage for all weapons, while they're fun and in check with the primaries.

This is pretty much impossible to achieve in practice because of Chainsaw. Also the way Socom differs from LAW and Knife makes it essentially a weapon of choice for different plaing style rather than an direct 1-to-1 competitor against LAW and Knife. As such the focus should be on maintaining the balance between LAW and Knife as even as possible(because they are the only 1-shot killers in the group) -  of course not doing headless decisions "just bacause". I really don't see how removing LAW startuptime could do any harm in the current situation - at best it would make the two more balanced and make the game more fun by making it even more fast-paced. As you know, it's still the reason some of us long for 1.2/1.2.1/pre-1.3+.

IMO weapons should be balanced first and foremost within their own categories, autos should be in balance with each other, semis with each other and 1-shot killers with each other. Simply buffing what's less-used and nerfing what's more-used isn't really a solution, rather, as we both agree, weapon potential and maximum potential should be in balance too.

Low % of use for SOCCOM may be due to low % for M79/Barrett, which are what you usually compensate with a faster weapon. Since autos are more popular, it's no surprise people choose one-shots as secondaries in competitive scene more often. Stats might be very different in pubs.

Or simply because of the fact that Socom kills just so much slower than other secondaries. The situations in which you rely on your secondary are just those split-second chances to kill them. You don't have time to run circles around them and trying to hit them while they just nade you away. Basically the only thing that matters in competitive scene is the time it takes for you to kill your enemy. Considering the small, close-quarters maps(Guardian, Ash, Rotten etc) played in competitive 3v3 CTF games, it is only logical not to rely on Socom regardless of your primary weapon. In general there are no "roles", nobody "defends", nobody "gives support". Everyone just rushes in, kills whatever comes around and tries to grab the flag. Of course there are slight variations to this but they are rare and very niche, map/team/case specific adjustments.

The reason for lack of M79/Barrett kills is the fact that you want reliability, you don't want to take risks that "if I miss this shot, I get killed and the enemy has high probability of capturing our flag". Also again, the maps. In small maps(which are the trend, for fast-paced gameplay and constant ADHD-like action) the fireinterval(the time between shots) is so huge that it's not uncommon for the enemy which you just killed to spawn and kill you before you get a chance to shoot again. Also maps nowadays don't really have "main/alt" routes as old maps used to have. It made sense to use Barrett/M79 in alt route and couple that with Socom - enemy which used knife couldn't get to you if you kept enough distance by backing off, giving you the defensive advantage too. In modern maps that's not the case.

Maps, maps and maps. Sadly they define the weapon balance.
« Last Edit: June 11, 2012, 10:18:45 am by Clawbug »
Fight! Win! Prevail!

Offline Vucgy92

  • Soldier
  • **
  • Posts: 221
  • cyklon-b is the only way
Re: Steyr Aug, Law, and Grenades
« Reply #25 on: June 11, 2012, 03:08:30 pm »
Low % of use for SOCCOM may be due to low % for M79/Barrett, which are what you usually compensate with a faster weapon. Since autos are more popular, it's no surprise people choose one-shots as secondaries in competitive scene more often. Stats might be very different in pubs.

DE-Knife/SAW
MP-LAW
AK-LAW
AUG-LAW
SPAS-Knife
RUGER-Knife/Socom
M79-Socom
M82-Socom
M249-LAW
Chaingun-...

Also the map matters if its a long range i use Barret,Ruger what means socom
And on Smaller/Mid maps auto weapons meaning LAW / Knife / Saw
Choose one,
Bonecrusher