Author Topic: 1.7.1 WM balance  (Read 26691 times)

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Offline CheeSeMan.

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1.7.1 WM balance
« on: July 13, 2016, 08:03:55 pm »
I thought it was about time to get this started, please lets keep it constructive. I think we had a good thing going in 1.7 so for me we just needed some small tweaks, but I understand with the new hitbox code things will need to be adjusted. I feel there is only 3 guns that need changing but feel free to bring up any others.

AK:

I believe this is now the first gun in Soldat's history to have negative bink, movementacc & bulletspread. Hell its the first auto to have negative bink in a good 5 years. I do not see the point of 1 auto having negative bink, its a throwback to an era of slow Soldat gameplay that is far behind us & just gives it the underhand as it is now much harder to aim than the Steyr or Minimi. Why is anyone going to use it?

I would revert all these changes, if you want AK to be different make it shoot slower with higher damage/push.

Ruger:

The change back to a 2 shot kill feels really good but I think it is slightly overpowered, this may just be due to the hitbox code still being worked on but I would suggest a small amount of bink in the region of 7-10 or raising the movementacc slightly.

Minigun:

Well this gun was broken, I guess giving it a huge amount of movementacc is sort of a solution but it looks look pretty stupid when it shoots on screen. This little bit of push it lost really seems to make surfing go slow now though not really sure if this matters at all. Maybe a better solution would be to leave it as it was but just give it the super long startuptime it had in the past? I think it was 50.

Well folks what are your thoughts?
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Offline %%%%%%%

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Re: 1.7.1 WM balance
« Reply #1 on: July 14, 2016, 01:13:14 am »
Apply bink to all weapons or no weapons.

Maybe apply it to all weapons in realistic mode and no weapons in regular mode, or maybe apply it to all weapons in all modes

The point is: all weapons or no weapons.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #2 on: July 14, 2016, 01:16:56 am »
...  Stop giving out "solutions" when you can't even clearly say what the problem is, and have no idea, nor have enough fucks to actually find out (which isn't hard at all in this case) what, if any, is causing it.
« Last Edit: July 14, 2016, 01:22:08 am by BKT »
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Offline daaw

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Re: 1.7.1 WM balance
« Reply #3 on: July 14, 2016, 05:33:18 am »
Can't we like.. copy paste WM from 1.4.x or 1.5.x ..as they where more ... approved versions.

Offline homerofgods

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Re: 1.7.1 WM balance
« Reply #4 on: July 14, 2016, 05:46:13 am »
WM from 1.4 will not play the same on this version. For example, the game has better hit registration than before, which means overall damage is higher in newer versions.
« Last Edit: July 20, 2016, 01:43:12 pm by homerofgods »

Offline daaw

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Re: 1.7.1 WM balance
« Reply #5 on: July 14, 2016, 06:16:02 am »
Yeah, but still, base it off..like adjust global damage multiplier..

Offline soldat-game

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Re: 1.7.1 WM balance
« Reply #6 on: July 14, 2016, 08:00:51 am »
See:

And plese change nade hitbox... nade in legs is in real he best solution so you should lie down back.. nade hit in head is 100% dmg in legs 40% dmg  in torso 85%


Offline soldat-game

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Re: 1.7.1 WM balance
« Reply #7 on: July 14, 2016, 08:06:31 am »
next prone hit box

Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #8 on: July 14, 2016, 08:42:29 am »
Apply bink to all weapons or no weapons.

Maybe apply it to all weapons in realistic mode and no weapons in regular mode, or maybe apply it to all weapons in all modes

The point is: all weapons or no weapons.

I agree with this, but I am really against returning to negative bink. The Soldat meta has changed, no one wants to hover positions concentrating on their aim, we want to run cannonball prone superman across the map as fast as we can.

...  Stop giving out "solutions" when you can't even clearly say what the problem is, and have no idea, nor have enough fucks to actually find out (which isn't hard at all in this case) what, if any, is causing it.

I think I have been pretty clear on the problems I have with the current WM, there is now no point playing AK over Steyr or Minimi due to it having negative bink. I feel the Ruger is slightly overpowered due to the guaranteed 2 shot kill & could do with having some bink, this is my opinion from playing the game if you feel it is not the case then please let us know without just dropping 3 dots whining.

Can't we like.. copy paste WM from 1.4.x or 1.5.x ..as they where more ... approved versions.

I know we oldies like to fondly remember those times, but no I think if you loaded up a replica of the 142 WM I am not really sure you would like it. Negative bink really has an impact on how you need to play the game to be able to aim correctly, remember movement mechanics have changed since then for example, we now can roll out of prone. Everything has been done to make Soldat's movement more smooth and faster, I believe most of the community these days favours small maps which give quicker intense action and much less about getting into a good position for your aim.

Soldat-game, I am not really sure what you are saying but if it is about the hitbox code well Falcon has pointed out is not finished yet? (I think)
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Offline soldat-game

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Re: 1.7.1 WM balance
« Reply #9 on: July 14, 2016, 08:51:13 am »
142 150 the best - then on the servers was a variety of weapons. See old weapons statistic from zitro stats.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #10 on: July 14, 2016, 11:47:23 am »
*stuff*

- The negative bink added to AK is just a more major and obvious symptom of the underlying chronic disease it always has— the lack of clear vision of what the gun should be; throughout its history the fireinterval has been change back and forth numerous times, with seemingly arbitrary adjustment to accuracy and dmg for every incarnation of it.

- Stop using WM as a way to fix bugs or whatever shit people feels needed "fixing" — You can headshot people with a ruger (a gun that get the most out of the current situation) by being directly under them a full screen height away and shoot upward at their ass; a massive balance change were made to fix the effects of "better netcode" is already dumb enough as it is, don't add more to it.

- Minigun is stupid partly because people wanted it to be stupid; as long as it still have fireinterval of 3 instead of the original 4, it will remain either stupid, OP, or both, regardless of whatever changes made to other stats.

Also, the 'push' stat do not affects your minigun (and spas) 'surf' speed; the speed lose you felt (which is very minor) is due to lower accuracy.



PS. I like how SOCOM just get 2 more bullets (and a negligible more reload time, which is still lower than it used to be) and nobody seem to give a fuck...
« Last Edit: July 14, 2016, 12:00:57 pm by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

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Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #11 on: July 14, 2016, 12:43:48 pm »
AK has definitely lost a lot of its usefulness and role in this WM. I always saw it as the best long-range auto that's outclassed up close. Now its accuracy is so poor it's actually got more spread than MP5. Only way to reliably hit a target within 1 screen's distance is to stand still and slowly tap-fire. Basically, depending how you use AK - it's either super slow, or super inaccurate right now.

EDIT: Also why is InheritedVelocity stat the same for all weapons? I feel like this should be different for each weapon, to give some an edge during mobile aggressive play, while giving others a more reliable damage output regardless of moving direction.
« Last Edit: July 14, 2016, 01:03:26 pm by L[0ne]R »

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #12 on: July 14, 2016, 01:18:21 pm »
I feel like InheritedVelocity should be a hardcoded 100% but I guess that's the reason I'm not doing weapon mod.

As for bullet collisions yes, they're not finished. I just wanted to release 1.7.1 ASAP for various reasons, maybe it was a mistake given the current state of bullet physics.
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Offline BKT

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Re: 1.7.1 WM balance
« Reply #13 on: July 14, 2016, 01:48:07 pm »
Only way to reliably hit a target within 1 screen's distance is to stand still and slowly tap-fire.

Sit/Prone and holding the trigger.

Go try it now.
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Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #14 on: July 14, 2016, 02:43:34 pm »
*stuff*
**Repeats everything stated with seemingly immense disdain & decides nobody cares about socom after 5 posts**

As I stated on the first post BKT, I realize the hitbox code is still being worked on and that WM changes are sort of worthless currently. If you think when the hitbox code works correctly the ruger will be more balanced then that is all you needed to say, no need to construct your posts implying we are all idoits. That being said I do not want to be stuck with this AK in 1.8 because we did not have any discussion about it so the DEVs thought we were all happy, I want to make it clear that I feel returning to the days of negative bink is a bad idea. I feel the AK should be a long-range weapon maybe a higher fire interval with more damage but really I think it was nice how it was in 1.7, it was a nice auto to play on bigger maps which I think is fine.

I advised please bring other guns into the discussion, I just want to get a discussion going here BKT no need to be a jackass. If you think i'm wrong then point it out! But why just say I do not know what am talking about? It seems to me how I "feel" is the same way as yourself just I do not know as much about the WM mechanics. When I saw the socom changes on paper I had your reaction but in-game I have not had much of a chance to experience it so I did not bring it up.

Like I said I was not sure if the minigun boost speed really matter, I think after years of having it at one speed it just feels strange to being going slower even if it is very minor. If it shoots slower with the 1.7 accuracy I still think it will be a broken weapon, from what I remember the hit reg was terrible with the minigun so it never matter then the hit reg was improved and suddenly we had miniguns everywhere. The problem I felt in 1.7 is when someone started shooting the minigun at you it was pretty impossible to aim at them as you were being pushed back, if the startuptime was higher then you would be able to get some shots off before the minigun spray came into play. This is just theorycrafting... but I never remember minigun being an issue when it had 50 startuptime.

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Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #15 on: July 14, 2016, 05:06:31 pm »
Only way to reliably hit a target within 1 screen's distance is to stand still and slowly tap-fire.

Sit/Prone and holding the trigger.

Go try it now.
That still completely excludes AK from any sort of mobility, which is suicide in any normal mode. Plus we already have Minimi for that purpose.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #16 on: July 14, 2016, 05:40:03 pm »
It's that 'Minigun is bad cuz of the shitty register' myth so many people blindly believe in that made it became what it is now...

As long as "THE COMMUNITY!!" still have this misguided approach to the game and WM :

Quote
we want to run cannonball prone superman across the map as fast as we can

... good WM will never going to happen; and in the event that it does, it won't be long before it will get fucked over by idiots since nobody fucking cares about an actual good wm or know one when they see it.

I will not participate with this discussion any further or comment on any other WM related topic unless there's some sign of change to the attitude of people in regard to this.

---------

Plus we already have Minimi for that purpose.

Yes, it kinda was— until the brilliant that was 1.7.1 WM went out of its way to make sure that isn't the case anymore by making it worst to do exactly  that...  [retard]
« Last Edit: July 14, 2016, 09:06:52 pm by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

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Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #17 on: July 14, 2016, 06:29:50 pm »
If you hate the current WM so much, you're free to make your own version. If it gains much more support and popularity than the official one, I won't hesitate switching it.
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Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #18 on: July 14, 2016, 07:09:24 pm »
Really I do not know why you are being so negative, I do not see why approaching the game with movement in mind is misguided but if that is how you feel then so be it! In any case now we have a new DEV and apparently darDar seems to be doing the WM so imo it is a good chance to open the discussion about the WM.

Soldat is so old there is no point wallowing in the changes of the past, we could get caught up in that for days.

edit: removed my insults, sorry was pissed about what happened in Nice last night... :(
« Last Edit: July 15, 2016, 07:55:30 am by CheeSeMan. »
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Offline %%%%%%%

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Re: 1.7.1 WM balance
« Reply #19 on: July 14, 2016, 11:09:12 pm »
Falcon, Shoozza promised to fix the following points of illogicality/inconsistency of weapons for "1.6.10". I realize you have no obligation to follow-through with Shoozza's unkept promises but these are, in my opinion, good and necessary changes -- and don't entail getting into specific weapon-based WM changes much.

How about we discuss the fact that no other weapon has bink and how that's completely unrealistic? Every weapon should have bink. I don't care what weapon you're using, if you get shot, you should be temporarily incapacitated. Even if you were to be shot with rubber bullets, you're accuracy is going to temporarily suffer. Granted, weapons with higher velocity/larger shells should incapacitate you more and have a higher bink (if they don't kill you), but it makes absolutely no sense for bink to be zero for any weapon.

1. Fix bink for realistic mode, and regular mode if we're keeping bink (though I strongly encourage that we get rid of bink in regular mode): Add bink to all weapons and make bink times go by the weapon that you get attacked by (and NOT the weapon you're holding), with bigger/heavier weapons giving a longer bink.

2. Make start-up times for all weapons equal.
See quote:
As for Barrett start-up being too short, you've got to be joking. In real life, a sniper rifle is like any other gun: you pull the trigger, the shot is fired -- no delay. The start-up time should be virtually equal for all guns except guns like the minigun/gatling gun that require time for the multiple barrels to revolve.

3a. Remove fire interval when a gun is first picked up. Fire interval should only matter between shots within the same clip. For all weapons, make them reload upon spawning, but not upon picking up if it was dropped while loaded.
See quote:
After dropping Barrett, it requires reloading (not true reloading when clip is empty but fire interval, i.e. downtime between shots), even if it was fully loaded in the first place (which I consider a bug, it doesn't make any logical sense that you need to wait the fire interval for any weapon just because you put it down; for other guns it's a lot less than Barrett since time between shots is very short but it still varies greatly because each weapon has a different fire interval; all weapons, providing they have ammo loaded, should either have no delay after picking up or should all have the same delay after picking up, i.e. the time it takes for you to pull the trigger).
3b. Make Barrett's clip like M79 or LAW's: one round in the chamber (no 10-bullet clip) and make the fire interval the reload time. If fire interval upon pickup is removed (3a.), in regards to the Barrett, one could conceivably just shoot, drop the weapon, pick it up, and shoot again. To fix that, make Barrett's clip like M79 or LAW's: one round in the chamber and make the fire interval the reload time.
(If we were to make it realistic, the Barrett's fire interval would be a lot shorter (basically the same as other guns, because it's a semi-auto, not a bolt action, meaning it doesn't need the quarter-second it takes to grip the bolt handle, dispose of the used shell, and load the next bullet into the chamber) and the full 10-bullet clip would remain, but that'd be too OP.)
« Last Edit: July 14, 2016, 11:11:05 pm by %%%%%%% »

Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #20 on: July 15, 2016, 08:02:57 am »
I don't think we should be trying to adjust WM to be more like in real life, I mean we run around with jet packs come on :D also remember in Realistic mode we already have Recoil so do they really need bink also? I feel that could just make it not fun at all to play.

Removing the Barrett start up time sounds like something that will have a knock on effect of needing to adjust a lot of guns. Anyways why don't some of you cook up an alternative WM so we can test? Falcon seems pretty open guys here is your chance!

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Offline %%%%%%%

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Re: 1.7.1 WM balance
« Reply #21 on: July 15, 2016, 09:45:26 am »
I don't think we should be trying to adjust WM to be more like in real life, I mean we run around with jet packs come on :D
Picture this: you put down a fully-loaded ready-to-fire gun then pick it up half a second later, but NOPE, you can't fire. Too bad, you have to wait for a completely made up amount of time that has no basis in logic (unlike the other guns) and that you normally and logically would only need to wait for in between shots.

That doesn't strike you as needing to be fixed?

also remember in Realistic mode we already have Recoil so do they really need bink also? I feel that could just make it not fun at all to play.
Yeah, I know and I'm completely for getting rid of bink altogether ─ I just figured if we're going to have it, it'd be in RM

Removing the Barrett start up time sounds like something that will have a knock on effect of needing to adjust a lot of guns.
I didn't simply say "remove Barrett start up time"; I said make start up times equal for all weapons (maybe hard-coded) and then, for Barrett specifically, replace the reload time with the current start-up time. It'll be exactly the same as it is now, except it'll fix the retarded scenario I mentioned above

Offline Dusty

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Re: 1.7.1 WM balance
« Reply #22 on: July 15, 2016, 04:56:23 pm »
remove either ak or minimi, they're kinda filling the same niche

Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #23 on: July 15, 2016, 05:09:35 pm »
%%%%%%% I do not think that situation matters, for me if you were silly enough to drop your gun during a fight well you need to die. Survival of the fittest you know? To be honest if I remember correctly when the Barrett had no start up time everyone played Barrett, don't really want to return to those days either!

remove either ak or minimi, they're kinda filling the same niche

That is why I think the AK really needs to go back to shooting very slowly.
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Offline Monsteri

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Re: 1.7.1 WM balance
« Reply #24 on: July 15, 2016, 05:18:51 pm »
Minimi is more useful for a defensive playstyle, especially in larger pubs, thanks to the big magazine. Removing classic weapons in a 16-year old game is silly.

Closest thing in that fashion should be switching the flamer bonus with the minigun (and obviously buffing it) and moving the flamer to selectable weapons instead. The flamer is really crap, there's no reason to continue using it after the invincibility wears out and so it doesn't make sense as a bonus, much like cluster grenades don't. However, if you make the flames ignore walls, the flamer will become a useful niche weapon for enclosed close-quartets combat, in Ash towers for example.
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Offline BKT

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Re: 1.7.1 WM balance
« Reply #25 on: July 15, 2016, 06:01:27 pm »
remove either ak or minimi, they're kinda filling the same niche

It isn't always this way, but it have been incresingly made to resemble each other, a process that has been happening for sometime now; and I know why...

I was going to write a more in depth reason, but feel lazy now. So here the short version:

- Minimi was very specialized (and at one point has very high dmg, but that got nerfed really bad...) and no one using it (which is not a balancing problem, it's human problem), so they tame it, becoming more AK-like; that is, easier and less hassle to use.

- AK, an 'avarage' gun and meant to be exactly that, i.e. kinda boring and not excel at any particular way; overtime people felt it's too avarage and too boring so they kept tinkering with every parameter of it to make it a a bit less boring without realizing that it's averageness is the point of the gun, so it kept getting change after change to make it fresh, but for the most part still kinda boring, and some people are unhappy with it. Finally someone say fuck it and that process of 'spicing it up' now reached it's climax in 1.7.1, with it now becoming more Minimi-like in many aspect; it's even get a change to reloadtime to be slower!

This trend need to stop.



PS. Flamer has extremely bad netcode cuz, well, nobody cares about flamer...  It's netcode is even shittier than chainsaw or nade, which is a bit hard to belive!  :P
« Last Edit: July 15, 2016, 06:11:48 pm by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #26 on: July 15, 2016, 06:22:56 pm »
PS. Flamer has extremely bad netcode cuz, well, nobody cares about flamer...  It's netcode is even shittier than chainsaw or nade, which is a bit hard to belive!  :P
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Offline BKT

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Re: 1.7.1 WM balance
« Reply #27 on: July 15, 2016, 06:36:44 pm »
It's very easy to see how shitty it is if your ping is higher; every hickups become worst. And flamer is the worst of them all; you can't kill anyone with it unless the target do not move at all and you burning their ass for like 5 second straight, sometime you need to be just at the right distance which maybe outside or within the reached of the flame. The whole thing is a voodoo...

I can't give you a more satisfying answer precisely because nobody know how the thing even work; I even asking you a while ago!  :P
« Last Edit: July 15, 2016, 06:43:09 pm by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #28 on: July 15, 2016, 11:34:51 pm »
Don't know how flamer works either and wasn't able to test it in multiplayer since most servers have bonuses disabled. However it does have a history of being utterly useless in multiplayer, even though it works fine in singleplayer.

Offline CheeSeMan.

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Re: 1.7.1 WM balance
« Reply #29 on: July 16, 2016, 09:56:12 am »
I really don't think the flamer matters its a bonus, every server I have ever played on has it disabled and I would not want to see it replacing a primary weapon.
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Offline Monsteri

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Re: 1.7.1 WM balance
« Reply #30 on: July 16, 2016, 03:50:29 pm »
It solves the issue of the minigun either being a useless gimmick or OP, though. There is one way to fix the minigun IMO - make its penetration much better than other guns', so in one versus one it's at a disadvantage, but can mow down closely packed enemies. This buff won't apply much to competitive play though, where it's usually 3v3 and people are rarely bunched up, so it'd remain a gimmick there regardless.
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Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #31 on: July 16, 2016, 07:08:27 pm »
I really don't think the flamer matters its a bonus, every server I have ever played on has it disabled and I would not want to see it replacing a primary weapon.
Flamer is still part of the game, so it does matter and needs to be fixed. Maybe if it didn't suck so bad and if bonuses in general were better placed and balanced - they wouldn't be disabled. Laving it as-is certainly isn't going to make it better.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #32 on: July 16, 2016, 08:39:55 pm »
What the old minigun (with 4 fireinterval) needed is more ammo, lots of it.

The current method to re-balance minigun (such fast and stronk!), is kinda missing the point and inevitably leads to the current situation.
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline ginn

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Re: 1.7.1 WM balance
« Reply #33 on: August 04, 2016, 09:30:57 am »
Terrible WM, really terrible.

All weapons do 25% too much damage. you die in a split second from autos, around 6 hits.

here's a quick mock-up

DEAGLES
+1 ammo
-4 fire interval
-0,05 dmg

HK MP5
-0,05 dmg
+0,02 spread

AK-74
+1 fire interval
+12 bink
-0,011 moveacc
-0,025 spread
-0,004 dmg
-0,03 push

STEYR AUG
-0,05 spread
-0,015 dmg
+5 ammo
+5 ammo

SPAS
-0,20 dmg
+0,5 inherited velocity
+0,012 push

RUGER 77
-0,4 dmg
+1 ammo
-10 fireinterval
+5 bink
-0,03 move acc

FN MINIMI
-0,1 dmg
-0,03 spread
+0,012 push

LAW
-13 start up
+5 bink

GRENADE
Needs work... 1.0 damage modifer for all limbs seem weird, but it appears to be flawed, as feet still 1 hit kill.

BRT/M79 untouched, would need to see how things work out
Autos and semi-autos would need some work, since I have no idea of the kill times now.

Spas rework is just an idea, you can keep it was it is if it doesn't work out. Point would be to have it a rush weapon, whiel deagle replaces the current spas.
« Last Edit: August 04, 2016, 11:38:18 am by ginn »

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #34 on: August 04, 2016, 11:22:14 am »
Then i suppose 1.7.0 WM was even worse, as damage from all autos was reduced
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Offline ginn

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Re: 1.7.1 WM balance
« Reply #35 on: August 04, 2016, 11:32:24 am »
Then i suppose 1.7.0 WM was even worse, as damage from all autos was reduced
Autos definitely don't do less damage now, nor does ruger.
Only weapon that I have noticed does less damage is DEs, they're quite worthless now.

At it's current state, the game is unplayable... This is the worst wm of all time.
« Last Edit: August 04, 2016, 01:12:43 pm by ginn »

Offline machina

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Re: 1.7.1 WM balance
« Reply #36 on: August 04, 2016, 03:47:37 pm »
All weapons do 25% too much damage. you die in a split second from autos, around 6 hits.
Please, download the latest version of game.

here's a quick mock-up
Must have been very quick because ideas are pretty ridiculous. Like giving more ammo to Deagles and Ruger those were (probably or at least for many years) never changed... or decreasing start up time of LAW that is currently too low imo... or making nades even more bullshit by decresing their dmg so they don't kill while hit legs.

Offline ginn

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Re: 1.7.1 WM balance
« Reply #37 on: August 04, 2016, 03:55:14 pm »
All weapons do 25% too much damage. you die in a split second from autos, around 6 hits.
Please, download the latest version of game.

here's a quick mock-up
Must have been very quick because ideas are pretty ridiculous. Like giving more ammo to Deagles and Ruger those were (probably or at least for many years) never changed... or decreasing start up time of LAW that is currently too low imo... or making nades even more bullshit by decresing their dmg so they don't kill while hit legs.
Retard spotted.

The current nade modifier is 1.0 for all body parts.

ruger and deagles are always either completely overpowered, or shit and unreliable. So they need to be reworked to actually have a place in the game.

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #38 on: August 04, 2016, 07:26:01 pm »
Grenades don't use hitbox modifiers, the damage is counted solely based on distance between center of explosion and gostek coordinates, which happen to be read from your back feet. This is why grenade to your foot has much greater damage than grenade to your head - because technically grenade to your head is a distant explosion, at least according to damage code. This is also why you "eat" it - if hit in the head, distance is already so high that you receive almost no damage.

And before you ask: this wasn't fixed because i discovered it 2 or 3 days before release. There was no time to test whatever change i'd do to it.
« Last Edit: August 04, 2016, 07:30:02 pm by Falcon` »
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Offline ginn

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Re: 1.7.1 WM balance
« Reply #39 on: August 05, 2016, 01:22:08 am »
Grenades don't use hitbox modifiers, the damage is counted solely based on distance between center of explosion and gostek coordinates, which happen to be read from your back feet. This is why grenade to your foot has much greater damage than grenade to your head - because technically grenade to your head is a distant explosion, at least according to damage code. This is also why you "eat" it - if hit in the head, distance is already so high that you receive almost no damage.

And before you ask: this wasn't fixed because i discovered it 2 or 3 days before release. There was no time to test whatever change i'd do to it.
Eats are when you take no damage, instead just get boosted away.

Nades should be doing more damage to feet, since that gives people attacking from below a shot, basically just adding some depth to the game.
Though, it would be better if it was fixed, and was balanced through the damage modifiers instead.

Offline CCalp

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Re: 1.7.1 WM balance
« Reply #40 on: August 05, 2016, 08:52:30 am »
I agree with machina. Without offense, your suggestions seem totally random to me, ginn.
The only thing I can agree with is that AK is quite useless right now. Apart from the, the WM seems better than the previous one to me, yet it is not perfect yet.

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #41 on: August 05, 2016, 11:04:24 am »
Eats are when you take no damage, instead just get boosted away.
That is exactly what I said.
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Offline ginn

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Re: 1.7.1 WM balance
« Reply #42 on: August 05, 2016, 06:46:49 pm »
My WM.

Notable changes are, ~20% overall damage reduction, and no movement acc or spread (except the obvious ones).
This has two goals.

First is to make movement, or running, more possible, as it's atm more or less eniterly shut down by low TTKs.
The second is to reward people for having good aim, as well as making a slower playstyle possible too, since proper aiming is now possible.

Ruger added bink, higher modifier for HS, lower modifier for leg/torso. It'll no longer guarantee kill in 2 hits, instead requires both shots to HS to 2 hit kill, otherwise it's always 3 hit kill. Might be UP, but better than OP.
Steyr is a HS hunter, high reward for hs, punishment for torso/legs, will be good at top routes (such as death) and choke points. May change out for something else, such as self-bink, spread, or 1.0 modifier medium TTK.
DEs are 4 hit kill, with 8 ammo, shoots faster, reloads faster. HS/body shot makes no difference.
Spas is 2-3 hit kill on medium to close distance (very short TTK if 2 hit, longer if 3 hit). Made leg/torso hit modifier a bit higher.
mp5 hit modifier changed, to 1.0 for feet/torso/head, like DE.
AK/Minimi more distinctive, AK having a very slow fire rate, but each bullet is stronger (Low TTK if all hits). Minimi slightly slower than usual fire rate, might be op due to ammo and spray capability.
LAW has no start up time, but has bink, and longer fireinterval. The intent is to avoid the "law why you no shoot" bug.

Changes:
Code: [Select]
[All modified weapons]
Movement accuracy = 0

[All modified weapons (except mp5, spas and minigun)]
Spread = 0

[Desert Eagles]
-0.66 dmg
-6 fireinterval
+1 ammo
-17 reload time
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[HK MP5]
-0.19 dmg
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Ak-74]
-0.104 dmg
+2 fire interval
+12 bink
+0.00324 push
+0.4 speed

[Steyr AUG]
-0.16 dmg
ModifierHead=1.25
ModifierChest=0.85
ModifierLegs=0.85

[Spas-12]
-0.28 dmg
+0.0004 push
ModifierHead=1.1
ModifierChest=1.0
ModifierLegs=0.9

[Ruger 77]
-0.49 dmg
-5 fire interval
ModifierHead=1.245
ModifierChest=0.84
ModifierLegs=0.84

[FN Minimi]
-0.03dmg
+1 fireinterval
+0.00096 push
-0.4 speed


[XM214 Minigun]
-0.18 dmg
-120 reload time
+0.0021 push

[USSOCOM]
-0.09 dmg
+1 fireinterval
-2 ammo

[M72 LAW]
+14 fireinterval
-13 startup time
+30 bink

Full new WM
Code: [Select]
; The Official Soldat Weapons Mod:
; Notes:
; 1. Some settings for non-standard weapons won't work for example: reload time on stationary gun or grenade for obvious reasons
; 2. Soldat uses ticks for measuring time. 60 ticks = 1 second
; 3. e.g. 90 ticks = 1.5 second, 10 ticks = 0.16666667 second
; 4. FireInterval, ReloadTime, Bink and StartUpTime are measured in ticks

; Damage Calculation:
; The 'Damage' value does NOT represent the actual damage dealt by a bullet. The formula for calculating the final damage dealt by a bullet is the result of: [Damage] * [CurrentSpeed] * [HitboxModifier]
; Note that your personal speed may inherit speed to the bullet.
; CurrentSpeed = Speed + PlayerSpeed * Inherited Velocity

; Fireinterval:
; The rate of fire is measured in ticks. The lower the interval, the faster the weapon fires.

; Ammo:
; Defines the size of a full clip.

; Reloadtime:
; The reloadtime is measured in ticks. e.g. ReloadTime=360 will result in a 6 seconds reload period.

; Speed:
; The speed is the initial base speed of a bullet. speed affects damage and does also influence the 'self boost' amount for Spas-12 and XM214 Minigun.
; A fired bullet is affected by the velocity of the player (YourSpeed).
; A fired bullet loses its speed over time, which will then also result in less damage.

; Bullet Styles:

;  1 = Plain bullet
;  2 = Frag grenade
;  3 = Shotgun pellets
;  4 = M79 grenade
;  5 = Flame
;  6 = Punch
;  7 = Arrow
;  8 = Flame arrow
; 11 = Knife/Chainsaw
; 12 = LAW missile
; 13 = Knife
; 14 = M2 bullet

; Example: changing the value 'BulletStyle=4' to 'BulletStyle=12' at the [M79] config, will result in LAW missiles being fired.

; StartUpTime:
; The StartUpTime is measured in ticks. It is currently being used at the XM214 Minigun and the Barret.
; e.g. 'StartUpTime=120 will result in 2 seconds of a delay.

; Bink:
; If the player is hit by a bullet, his aim is not accurate for this amount of time, the mouse cursor in-game will then enlarge as an indicator.
; Negative values mean self-bink. The lower the number, the more inaccurate the weapon will get after firing.

; MovementAcc:
; Defines how much the aim is getting affected by the players movement, the higher the value, the more you have to be still to aim properly. Using the jet results in the aim to be affected the most.

; BulletSpread:
; Defines how tight or loose the bullets will group when standing still.

; Recoil:
; Defines the amount that the cursor will fling up when fired.

; Push:
; Defines the weight of a bullet, factors together with its velocity to push away the receiving player and objects (flags and kits) but NOT yourself (self boost).

; InheritedVelocity:
; In percent how much velocity the bullet inherits from the player. This will result in higher / lower damage values, depending of the direction you move to and in which speed you move.

; Codename:
;  __  __  _         _   ____  _         _         _     
; |  \/  |(_) _ __  (_) / ___|| | _   _ | |_  ___ | |__
; | |\/| || || '_ \ | || |    | || | | || __|/ __|| '_ \
; | |  | || || | | || || |___ | || |_| || |_| (__ | | | |
; |_|  |_||_||_| |_||_| \____||_| \__,_| \__|\___||_| |_|
                                                       
; Changelog from 1.7.0 to 1.7.1:
;
; - Damage value are now divided by 100 compared to all weapons.ini files before 1.7.1. (Example: 1.7.0 and earlier: "Damage=181" Now: "Damage=1.81")
; - Speed values are now divided by 10.
; - BulletSpread values are now divided by 100.
; - Inherited Velocity values are now divided by 100.
; - MovementAcc values are now divided by 200.
; - Push values are now divided by 2500.
; - Added HitboxModifiers for all weapons.
; - Added option to set ReloadTime and Ammo for the Chainsaw.

; - Due to the divisions, older weapon.ini files will not work as intended, until you fix the values. You can find a weapons.ini converter at: https://github.com/Soldat/WMConverter

; For help please visit:
; #soldat.devs (on IRC QuakeNet)
; http://www.forums.soldat.pl

[Info]
Name=Default mod
Version=1.7.1

[Desert Eagles]
Damage=1.15
FireInterval=18
Ammo=8
ReloadTime=70
Speed=19
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0.0
BulletSpread=0.0
Recoil=0
Push=0.0176
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[HK MP5]
Damage=0.82
FireInterval=6
Ammo=30
ReloadTime=105
Speed=18.9
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0.14
Recoil=0
Push=0.011
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Ak-74]
Damage=0.95
FireInterval=12
Ammo=35
ReloadTime=165
Speed=27
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0170
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[Steyr AUG]
Damage=0.55
FireInterval=7
Ammo=25
ReloadTime=125
Speed=26
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0084
InheritedVelocity=0.5
ModifierHead=1.25
ModifierChest=0.85
ModifierLegs=0.85

[Spas-12]
Damage=0.94
FireInterval=32
Ammo=7
ReloadTime=175
Speed=14
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0.8
Recoil=0
Push=0.0192
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=1.0
ModifierLegs=0.9

[Ruger 77]
Damage=2
FireInterval=40
Ammo=4
ReloadTime=60
Speed=33
BulletStyle=1
StartUpTime=0
Bink=10
MovementAcc=0.0
BulletSpread=0
Recoil=0
Push=0.012
InheritedVelocity=0.5
ModifierHead=1.245
ModifierChest=0.84
ModifierLegs=0.84

[M79]
Damage=1550
FireInterval=6
Ammo=1
ReloadTime=178
Speed=10.7
BulletStyle=4
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.036
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Barret M82A1]
Damage=4.45
FireInterval=225
Ammo=10
ReloadTime=70
Speed=55
BulletStyle=1
StartUpTime=19
Bink=65
MovementAcc=0.05
BulletSpread=0
Recoil=0
Push=0.018
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[FN Minimi]
Damage=0.82
FireInterval=10
Ammo=50
ReloadTime=250
Speed=24.6
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.01376
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.90

[XM214 Minigun]
Damage=0.45
FireInterval=3
Ammo=100
ReloadTime=360
Speed=29
BulletStyle=1
StartUpTime=25
Bink=0
MovementAcc=0.0
BulletSpread=0.3
Recoil=0
Push=0.0125
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[USSOCOM]
Damage=1.4
FireInterval=11
Ammo=12
ReloadTime=60
Speed=18
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.02
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[Combat Knife]
Damage=2150
FireInterval=6
Ammo=1
ReloadTime=3
Speed=6
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.12
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Chainsaw]
Damage=50
FireInterval=2
Ammo=200
ReloadTime=110
Speed=8
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0028
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1.0
ModifierLegs=0.9

[M72 LAW]
Damage=1550
FireInterval=20
Ammo=1
ReloadTime=300
Speed=23
BulletStyle=12
StartUpTime=0
Bink=30
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.028
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1.0
ModifierLegs=0.9

[Punch]
Damage=330
FireInterval=6
Ammo=1
ReloadTime=3
Speed=5
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Grenade]
Damage=1500
FireInterval=80
Ammo=1
ReloadTime=20
Speed=5
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=1
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Stationary Gun]
Damage=1.8
FireInterval=10
Ammo=100
ReloadTime=366
Speed=36
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0088
InheritedVelocity=0
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[Flamer]
Damage=19
FireInterval=6
Ammo=200
ReloadTime=5
Speed=10.5
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.016
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Rambo Bow]
Damage=12
FireInterval=10
Ammo=1
ReloadTime=25
Speed=21
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0148
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Flamed Arrows]
Damage=8
FireInterval=10
Ammo=1
ReloadTime=39
Speed=18
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9
« Last Edit: August 05, 2016, 09:55:26 pm by ginn »

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #43 on: August 05, 2016, 11:57:19 pm »
Thanks for putting in the effort to actually make a WM. I'm curious in how well it'll be received by others.

EDIT: I only tried it for a little bit, but I really like the fact the reduction/removal of spread on some weapons. It's incredibly satisfying to have a consistent bullet trajectory so you have an idea how to adjust your aim (though perhaps 0% spread on Steyr was still an overkill). This is one thing I'd like the final WM to adopt. Less randomness.

What I didn't like as much is the very high bullet velocity on a lot of the weapons. While weapons now feel more precise and "snappy", it also made bullet arcs between different weapons a lot less diverse and pushed the engagement range way too far out. Now there's barely any close- or medium-range weapons left. Steyr & AK are lasers with barely any arc. Also reduction in AK's fire rate was a bit too much IMO, it barely feels like an auto anymore.

Just my casual opinion.
« Last Edit: August 06, 2016, 12:24:27 am by L[0ne]R »

Offline ginn

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Re: 1.7.1 WM balance
« Reply #44 on: August 07, 2016, 12:25:16 pm »
Honestly, I think that wm is a bit too weak, would probably need a slight buff.

But, the effort to change it is too high, considering it won't make a difference.

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #45 on: August 07, 2016, 11:32:32 pm »
What do you mean by "it won't make a difference"? A good WM will make a big difference, and right now we need one more than ever. There's already very few people who are willing to help.

Offline ginn

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Re: 1.7.1 WM balance
« Reply #46 on: August 08, 2016, 09:46:15 am »
Because contribution is connected to affiliation.

If somebody already is in the wm team, or somebody close to the developer, wants to make a wm, then that will be the wm.

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #47 on: August 08, 2016, 01:49:43 pm »
If "affiliation" was really a factor - we'd have nothing accomplished whatsoever. It's already hard enough to find someone who's willing to actually do something, it'd be incredibly stupid to add even more obstacles to that.

This "affiliation" you're speaking of is just basic communication - you gotta say what your plans are, ask what the guidelines are, and occasionally report your progress. If you don't even do this much - of course there's a good chance your work won't meet the requirements and won't make it in.

That's what the new WM guy did, and he's just a community member like most of us, with the only difference being that he did something instead of complaining. Heck, that's what most of our devs are from and that's how they became devs in the first place, in case you've forgotten. People just made good stuff.

Offline ginn

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Re: 1.7.1 WM balance
« Reply #48 on: August 08, 2016, 02:18:46 pm »
He got wm development tools, and got admin for the gathers. I believe he could beta test the wms in the gather channels.
That's a lot more than just "community" member.

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #49 on: August 08, 2016, 10:48:24 pm »
Yeah, because he joined the public IRC channel, asked, and offered to help, not because he's a special snowflake. Because he was serious about helping - it was common sense to provide him with tools necessary to work more effectively, and he wasn't the only one by far. It's simple teamwork - you help others, and others help you.

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Re: 1.7.1 WM balance
« Reply #50 on: August 21, 2016, 11:48:20 am »
ginn, I'm a huge fan of the ~20% overall damage reduction, but not of largely reduced movement acc or spread on most autos

Offline ginn

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Re: 1.7.1 WM balance
« Reply #51 on: August 23, 2016, 04:32:25 am »
ginn, I'm a huge fan of the ~20% overall damage reduction, but not of largely reduced movement acc or spread on most autos
movement acc and spread is just adding RNG, and practically making it impossible properly.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #52 on: August 23, 2016, 08:15:08 am »
My WM.

....

Ruger added bink, higher modifier for HS, lower modifier for leg/torso. It'll no longer guarantee kill in 2 hits, instead requires both shots to HS to 2 hit kill, otherwise it's always 3 hit kill. Might be UP, but better than OP.

LAW has no start up time, but has bink, and longer fireinterval. The intent is to avoid the "law why you no shoot" bug.



Not that I thought anyone would anyway... But I guess that, indeed, nobody were listening... :—

- Stop using WM as a way to fix bugs or whatever shit people feels needed "fixing" — You can headshot people with a ruger (a gun that get the most out of the current situation) by being directly under them a full screen height away and shoot upward at their ass; a massive balance change were made to fix the effects of "better netcode" is already dumb enough as it is, don't add more to it.

The LAW thing ain't even a bug; it fires every single time if you hold the trigger for the require amount of time while keep your arse firmly on the ground until it fires— something which fails surprisingly often in the less than-ideal-situation, which, basically, is most of the time people use it.


With the above glaring fault out of the way: the Socom changes is almost spot-on!  8)
« Last Edit: August 23, 2016, 08:17:23 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline homerofgods

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Re: 1.7.1 WM balance
« Reply #53 on: August 23, 2016, 10:07:19 am »
I'm for an overall dmg reduction as well

Offline darDar

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Re: 1.7.1 WM balance
« Reply #54 on: August 23, 2016, 11:57:09 am »
There'll be further dmg reduction and I'll try to publish some docs on the weekend so ppl. can see behind the curtain and understand better how mechanics work.
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Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #55 on: August 23, 2016, 01:40:02 pm »
Please, please consider getting rid of most of the spread. It's just so much enjoyable without it.

Try these values:

MP5:
BulletSpread=0.5

AK:
BulletSpread=0.01

Steyr:
BulletSpread=0.03

Offline BKT

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Re: 1.7.1 WM balance
« Reply #56 on: August 23, 2016, 02:57:07 pm »
There'll be further dmg reduction

Wait.. The effect of the last dmg reduction aren't even kick in yet (the overall dmg is actually higher or at least the same as before cuz of the new collisions) and you already plan for even more?!  :o


Regardless... Trying to slow down the gameplay (or more precisely, getting killed by certain weapon/playstyle) using only cuts to dmg, without any change to other aspect of engagement (like how nade work, mobility, and the like), is imo a misguided way to do it:— autos are very resilient to a dmg change and a couple more bullets to kill won't going to change anything much, so you'll need to nerf it even more, and it's very easy to overdo it once you're at that point and it will in all likelyhood ended up too weak compared to semi/one shot, and you CANNOT nerf semi to make it more compareable to the nerfed autos since semi are extremely sensitive to dmg change...

Even if this problem is somehow miraculously overcome, I don't really see what exactly is the benefit of this whole thing at all to the game— can someone even tell what it is you people trying to do?
« Last Edit: August 24, 2016, 12:14:27 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline machina

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Re: 1.7.1 WM balance
« Reply #57 on: August 23, 2016, 03:45:00 pm »
autos are very resilient to a dmg change and a couple more bullets to kill won't going to change anything much, so you'll need to nerf it even more...
Won't change anything except from giving an enemy player one more shot with his one-shot-one-kill weapon.

I am strongly against nerfing overall damage with no other reasonable balancing changes as it is only going to harm autos and really do nothing to semi/one-shot weapons.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #58 on: August 24, 2016, 12:01:44 am »
Won't change anything except from giving an enemy player one more shot with his one-shot-one-kill weapon.




You said it, not me!

And I was trying to be discreet about the whole thing...   :P

I still don't see why people would feel the need to drasticly alter weapon stat (beside boredom); the one in 1.7 is fine, just buff Ruger a bit, Nerf Minigun a lot, and some change to Saw, LAW, and Socom, and maybe some minor but meaningful tweaks to various weapon (EX: -10 reload, +10 fireinterval for M79) and it's good, or at least better than before.

Also, let me remind some of you people here that some people out there have an opinion that Realistic mode is better than Normal because you can't kill shit in normal unless you use 1 shot-kill weapon... Please don't do this sort of thing on a whim and feelings without a good reason;—you are ruining it.
« Last Edit: August 24, 2016, 12:05:35 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline ginn

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Re: 1.7.1 WM balance
« Reply #59 on: August 25, 2016, 06:06:55 am »
At the moment there's barely any difference between (old, I guess) realistic, and normal, in terms of time to kill.
You die from like 6 hits or something.

Damage needs to be nerfed because the kill times are way too low.
Also, autos are dominating the scene. Even with how massively OP ruger is, it's not played as much as autos.

Offline BKT

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Re: 1.7.1 WM balance
« Reply #60 on: August 25, 2016, 07:44:44 am »
At the moment there's barely any difference between (old, I guess) realistic, and normal, in terms of time to kill.
You die from like 6 hits or something.

Damage needs to be nerfed because the kill times are way too low.
Also, autos are dominating the scene. Even with how massively OP ruger is, it's not played as much as autos.

Holy cow... This is a lot worst than I anticipated!  :o

However, just like those cult-classic B-movie that are so bad it's good, this also has this sincere quality to it that make it kinda amusing, just like those movies!  :P

That aside, it's funny nobody ever brings up nade when it comes to balance and gameplay even though it has immense effects on how the game is played...  It really shows that nobody actually give a shit about the gameplay and more about shit they don't like when it come to messing with WM.
« Last Edit: August 25, 2016, 07:52:13 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline machina

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Re: 1.7.1 WM balance
« Reply #61 on: August 25, 2016, 11:50:18 am »
At the moment there's barely any difference between (old, I guess) realistic, and normal, in terms of time to kill.
How many years back in time are you just referring to? Currently, it takes approximately twice less bullets to kill in realistic mode (where WM is actually quite well balanced atm) in respect to normal mode.

Offline ginn

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Re: 1.7.1 WM balance
« Reply #62 on: August 28, 2016, 11:25:42 am »
At the moment there's barely any difference between (old, I guess) realistic, and normal, in terms of time to kill.
How many years back in time are you just referring to? Currently, it takes approximately twice less bullets to kill in realistic mode (where WM is actually quite well balanced atm) in respect to normal mode.
Obviously pre-huge damage buff patch.

Offline machina

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Re: 1.7.1 WM balance
« Reply #63 on: August 30, 2016, 10:10:59 am »
Thankfully, Realistic WM is currently all fine and requires no adjustments unlikely to Normal Mode which about this topic is.

Offline paintZoom

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Re: 1.7.1 WM balance
« Reply #64 on: September 29, 2016, 06:47:28 am »
Quote
remove minigun.. seriously its ugly .. noobs whine on it. pros whine on it. if u pick minigun ppls mind gets ruined xD
it does nothing to the game but problems and its disabled on most servers
minigun should be killed xD

im quoting myself from the other wm topic since i didnt hit the right topic xD

Offline machina

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Re: 1.7.1 WM balance
« Reply #65 on: September 29, 2016, 07:42:34 am »
Quote
remove minigun.. seriously its ugly .. noobs whine on it. pros whine on it. if u pick minigun ppls mind gets ruined xD
it does nothing to the game but problems and its disabled on most servers
minigun should be killed xD

im quoting myself from the other wm topic since i didnt hit the right topic xD
I don't think any weapon from Soldat would be ever killed. Minigun might not be very used but it is unique though. It differs from other weapons. What alternative would you come with? We can't have 9 primary weapons because that would look simply stupid.

Offline ginn

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Re: 1.7.1 WM balance
« Reply #66 on: October 06, 2016, 03:14:24 pm »
So yeah, as an update, I've made a wm.
But, dardar refuses to put it into test, for whatever strawman reasons.

So, yeah, no balanced wm is gonna happen.

Offline L[0ne]R

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Re: 1.7.1 WM balance
« Reply #67 on: October 06, 2016, 03:46:57 pm »
Why do you need dardar to test the wm? Just ask Falcon or Helloer if they can host or give you access to a Soldat Server.

Offline cute_battlebunny

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Re: 1.7.1 WM balance
« Reply #68 on: December 11, 2016, 10:36:45 am »
Quote
What alternative would you come with?

Well, I would like a weapon that behaves like USOCCOM but has enough damage to be usable as a primary weapon. But what I'd like more is either make Ruger more accurate (as in previous version) or decrease the fireintervall back to the way it was in previous versions because it's really hard to get two shots off with the current fireval when moving around quickly.

Offline themangokid

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Re: 1.7.1 WM balance
« Reply #69 on: December 12, 2016, 05:07:49 pm »
What happend to AK:s 40 shots? I mean that was the main advantage with AK since you could then reload fast and start shooting again. ^^

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Re: 1.7.1 WM balance
« Reply #70 on: December 12, 2016, 06:12:35 pm »
AK is useless currently might as well remove it from the game ;D
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Offline ginn

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Re: 1.7.1 WM balance
« Reply #71 on: December 19, 2016, 08:30:03 am »
I've been tweaking with the WM some more, and set up some servers.

Join #wm.soldat @ quakenet to add to a gather bot with servers running the wm, it also has a link to a private/cw server there as well.
You can also try it out on a public server: soldat://mlhdgrl.me:17005 (IP: mlhdgrl.me Port: 17005 )

Here's the current wm if you'd like to try it out on your own.
Code: [Select]
[Desert Eagles]
Damage=1.65
FireInterval=24
Ammo=7
ReloadTime=70
Speed=19
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0.0
BulletSpread=0.0
Recoil=0
Push=0.0176
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[HK MP5]
Damage=0.955
FireInterval=6
Ammo=32
ReloadTime=105
Speed=18.9
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0.09
Recoil=0
Push=0.0112
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Ak-74]
Damage=0.95
FireInterval=12
Ammo=30
ReloadTime=165
Speed=27
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.01615
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.95

[Steyr AUG]
Damage=0.615
FireInterval=7
Ammo=30
ReloadTime=125
Speed=26
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0052
InheritedVelocity=0.5
ModifierHead=1.254
ModifierChest=0.95
ModifierLegs=0.95

[Spas-12]
Damage=1.05
FireInterval=34
Ammo=7
ReloadTime=165
Speed=14
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0.88
Recoil=0
Push=0.015
InheritedVelocity=0.588
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Ruger 77]
Damage=2.185
FireInterval=40
Ammo=4
ReloadTime=60
Speed=33
BulletStyle=1
StartUpTime=0
Bink=12
MovementAcc=0.0
BulletSpread=0
Recoil=0
Push=0.012
InheritedVelocity=0.5
ModifierHead=1.245
ModifierChest=0.84
ModifierLegs=0.84

[M79]
Damage=1550
FireInterval=6
Ammo=1
ReloadTime=178
Speed=10.7
BulletStyle=4
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.036
InheritedVelocity=0.5
ModifierHead=1
ModifierChest=1
ModifierLegs=1

[Barret M82A1]
Damage=4.45
FireInterval=180
Ammo=10
ReloadTime=70
Speed=55
BulletStyle=1
StartUpTime=19
Bink=65
MovementAcc=0.05
BulletSpread=0
Recoil=0
Push=0.018
InheritedVelocity=0.5
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[FN Minimi]
Damage=0.82
FireInterval=9
Ammo=50
ReloadTime=250
Speed=24.6
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.015136
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.95

[XM214 Minigun]
Damage=0.333
FireInterval=3
Ammo=100
ReloadTime=360
Speed=29
BulletStyle=1
StartUpTime=15
Bink=0
MovementAcc=0.0
BulletSpread=0.3
Recoil=0
Push=0.0104
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[USSOCOM]
Damage=1.65
FireInterval=12
Ammo=12
ReloadTime=60
Speed=19
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.02
InheritedVelocity=0.5
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.95

[Combat Knife]
Damage=2150
FireInterval=6
Ammo=1
ReloadTime=3
Speed=6
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.12
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Chainsaw]
Damage=50
FireInterval=2
Ammo=200
ReloadTime=110
Speed=8
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0028
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1.0
ModifierLegs=0.9

[M72 LAW]
Damage=1550
FireInterval=6
Ammo=1
ReloadTime=300
Speed=23
BulletStyle=12
StartUpTime=13
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.028
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1.0
ModifierLegs=0.9

[Punch]
Damage=330
FireInterval=6
Ammo=1
ReloadTime=3
Speed=5
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=0
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Grenade]
Damage=1500
FireInterval=80
Ammo=1
ReloadTime=20
Speed=5
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=1
ModifierHead=1.0
ModifierChest=1.0
ModifierLegs=1.0

[Stationary Gun]
Damage=1.8
FireInterval=10
Ammo=100
ReloadTime=366
Speed=36
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0088
InheritedVelocity=0
ModifierHead=1.1
ModifierChest=0.95
ModifierLegs=0.85

[Flamer]
Damage=19
FireInterval=6
Ammo=200
ReloadTime=5
Speed=10.5
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.016
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Rambo Bow]
Damage=12
FireInterval=10
Ammo=1
ReloadTime=25
Speed=21
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0.0148
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

[Flamed Arrows]
Damage=8
FireInterval=10
Ammo=1
ReloadTime=39
Speed=18
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=0.5
ModifierHead=1.15
ModifierChest=1
ModifierLegs=0.9

Offline xrealx369

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Re: 1.7.1 WM balance
« Reply #72 on: December 25, 2016, 02:09:43 pm »
Fun fact about ruger, its now officially a 4 bullet barret in realistic mode.
its a 1 shot kill for body shots, not even heads
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Offline machina

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Re: 1.7.1 WM balance
« Reply #73 on: December 25, 2016, 03:24:39 pm »
Fun fact about ruger, its now officially a 4 bullet barret in realistic mode.
its a 1 shot kill for body shots, not even heads
It is not. Ruger doesn't kill if hitting legs (in realistic) unlikely to Barrett (in normal mode).

Offline Falcon`

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Re: 1.7.1 WM balance
« Reply #74 on: December 26, 2016, 02:13:22 am »
As far as I know realistic WM wasn't touched for years now.
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Offline machina

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Re: 1.7.1 WM balance
« Reply #75 on: December 26, 2016, 10:37:08 am »
As far as I know realistic WM wasn't touched for years now.
That's correct. Realistic WM wasn't bitched for a long time as it acquired quite reasonable balance. Later, realistic scene kinda vanished so it was even more unnecessary to touch it.

Offline Mittsu

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Re: 1.7.1 WM balance
« Reply #76 on: December 30, 2016, 11:59:25 am »
As far as I know realistic WM wasn't touched for years now.
That's correct. Realistic WM wasn't bitched for a long time as it acquired quite reasonable balance. Later, realistic scene kinda vanished so it was even more unnecessary to touch it.

pretty much this
Realistic-Soldat.net
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