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Specify which gamemode you are talking about.Grenades not killing aren't a result of weapon balance but of bugs.
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.
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.
...PC vs Mac is like AK47 vs M4A1...
Quote from: STM1993 on June 01, 2012, 07:43:10 pmThat'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.
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.
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 ...
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.
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.
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.
the LAW already has its fair share of kills,
and is the only secondary weapon that's close to being balanced.
Quote from: 13th_account on June 10, 2012, 05:22:14 pmthe LAW already has its fair share of kills, [citation needed]
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%
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%
Quoteand is the only secondary weapon that's close to being balanced.Based on what? What is your definition of balance in this context?
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%
Balance for the secondaries would be 25% usage for all weapons, while they're fun and in check with the primaries.
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.