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bulletspeed*(playerspeed*2)*bulletdamage/1000
...PC vs Mac is like AK47 vs M4A1...
Problems I see:Solutions I have:1) (luck, non-determinism): Reduce "random factors" to a practical minimum. Get rid of bink, make weapons shoot as straight as practically possible, improve network code.
Quote from: Clawbug on June 16, 2012, 08:29:07 amProblems I see:Solutions I have:1) (luck, non-determinism): Reduce "random factors" to a practical minimum. Get rid of bink, make weapons shoot as straight as practically possible, improve network code.+1 but shoot straight as possible ehh would be kinda too easy
spas is op
3) (defensive advantage): Reduce bullet push, FIX knife not having player velocity added to it.(This was originally probably a bug anyway). Get rid of any form of movement inaccuracy.
I agree with overall reducing weapon power[bullet speed/dmg], this would refresh the gameplay. Hopefully also create better gaming enviroment.Quote3) (defensive advantage): Reduce bullet push, FIX knife not having player velocity added to it.(This was originally probably a bug anyway). Get rid of any form of movement inaccuracy.Two proper cannonballs and knife could be thrown with a half of the map lenght. I wouldn't like that
Quote3) (defensive advantage): Reduce bullet push, FIX knife not having player velocity added to it.(This was originally probably a bug anyway). Get rid of any form of movement inaccuracy.Two proper cannonballs and knife could be thrown with a half of the map lenght. I wouldn't like that
why not just make a server with your custom made weapon balance and let others test it
@combat knifeI think it should stay as it is, what needs to be fixed is nades and wep balance. Knife is short range 1hit kill wep and I dont see why it should be changed. Plus the 'adding players speed to knife throw' thing was discussed before and from what I remember we decided its not a good idea.
1) Gameplay isn't deterministic enough, too big "luck" factor in form of hit registration and weapon inaccuracy.
2) Weapon balance is highly related to map in question. It is very hard, if not impossible, make "one balance fits all" weapon balance because player distance and position determine the outcome along with the chosen weapons, as it should be. However, as these change from map to map, and as the nature of new maps are small corridors and quarters, this skews the weapon balance to favor weapons which work well at short ranges. In CTF on modern maps there's very little(compared to older maps) use for weapons which work well from longer distances for example.
3) Currently defensive gameplay has huge advantage especially with certain weapons. This is because of bullet push and the nature of the weapons and the fact that a stationary floating/standing player is far more accurate than a rushing one.
4) Grenades play a huge role in combat situations, especially in modern, small maps. Combat is more about hitting your grenade AND being lucky that it registers, than anything else. Their potential is far too significant.
As for moveacc, it will be replaced on some weapons with a new WM attribute called BulletSpread that works as a constant inaccuracy. So e.g. autos' bullets are always going a few pixels up or down, not only when the players are moving. For weapons that shoot multiple bullets at once (Deagles, Spas) it works as the spread between the bullets. So they can be given a tighter or looser grouping through the WM. Some weapons (Ruger, Barrett, Minimi) will still keep their moveacc in order to stay balanced.
Quote from: ginn on June 15, 2012, 12:33:17 pmbulletspeed*(playerspeed*2)*bulletdamage/1000I suppose you mean (bulletspeed+playerspeed*2)*bulletdamage/1000? Even if this is considered, I hope we can find a better solution than multiplying the player speed by some modifier, since that is IMO a bit too far from realism even for a game like Soldat.