Author Topic: Possible M79 Solution (NOT DELAY)  (Read 9626 times)

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Offline Mr. Domino

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Re: Possible M79 Solution (NOT DELAY)
« Reply #20 on: October 20, 2006, 03:12:21 pm »
I don't think there is a "solution," since the M79 really can't have delay or be made a 2-hit weapon without severely crippling it (to the point of it being useless). The only thing which I can see being done is making the bullet a pixel in size which would hopefully make it a bit harder to hit targets. More self damage would be nice, but since boost is tied into blast radius and power, you'll end up killing boosting and making the weapon that much more effective. The only suitable solution would be an increased reload time, and even then you'll still encounter the same one-hit point blank deaths which are infuriating. Both one-hit primaries will always get complaints. It'll always feel unfair that you need to target and land several hits to an opponent's one.

Offline The Owls

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Re: Possible M79 Solution (NOT DELAY)
« Reply #21 on: October 20, 2006, 09:57:40 pm »
The only way I see possible of solving the m79 problem is to give it ammo.  Make it so it has a clip of like 4 or so m79 shots.  Keep the same 3 second time between each shot (or how ever long it is).  And then make like a 5 or 6 second reload of the clip.  That'd make m79 users be more careful with their shots.  And would lesson the amount of m79 users out there.  Hopefully.

Offline jettlarue

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Re: Possible M79 Solution (NOT DELAY)
« Reply #22 on: October 20, 2006, 10:01:01 pm »
I also thought that would be a good idea, till I realized what about people who pick up a m79?

Offline Ziem

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Re: Possible M79 Solution (NOT DELAY)
« Reply #23 on: October 21, 2006, 05:08:26 am »
I also thought that would be a good idea, till I realized what about people who pick up a m79?
When you pick up chainsaw, u have ammo without reload ; the same with m79 would be nice.

Offline Will

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Re: Possible M79 Solution (NOT DELAY)
« Reply #24 on: October 21, 2006, 05:42:33 am »
 I tried  with cluster fragments. That way the grenade is smaller and it will just damage someone if it didn't hit him. Then just add a slightly smaller reload and there ya go...

Offline relove02

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Re: Possible M79 Solution (NOT DELAY)
« Reply #25 on: October 21, 2006, 09:34:33 pm »
I'll never agree this kind of atitude: "I don't like m79, lets talk to MM to change it"
THE PLAYER HAS TO GET ADAPTED TO THE GAME, NOT THE GAME TO THE PLAYER.

Offline MofoNofo

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Re: Possible M79 Solution (NOT DELAY)
« Reply #26 on: October 21, 2006, 11:41:32 pm »
It ain't the M79 that has the problem, but the other Primaries. (Note: I am not being biased, I use AK-74)

Offline linkubustankian

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Re: Possible M79 Solution (NOT DELAY)
« Reply #27 on: October 29, 2006, 01:46:40 am »
I think the M79 is fine the way it is. It's quite easy to counter an m79 noob. When in the open keep your distance and keep retreating whilst firing steadily. Same for indoor maps with low ceilings. It's not that hard really.

Offline SadistAtHeart

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Re: Possible M79 Solution (NOT DELAY)
« Reply #28 on: October 29, 2006, 02:20:25 am »
If close kills bother you then stop letting M79ers get close to you.

Offline a-4-year-old

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Re: Possible M79 Solution (NOT DELAY)
« Reply #29 on: October 29, 2006, 10:08:06 am »
Quote
// Changes from 1.0 -> 1.1
// HK-Mp5 : dmg -4 , speed -1
// AK : dmg -2
// Styer : bink +2
// Spas : dmg +1, speed -3
// Ruger : dmg +7, fireinterval +8, Reloadtime -15, bink -8

// M79 : 30% more self damage, bink +20
// Barret : delay added --> startuptime +25, bink +10
// Minimi : dmg -3
// Chainsaw : ammo +10, reloadtime -5
// Law : startuptime -2
// Knife : dmg +1000, to compensate the slower throw
30 percent is not enough, lets see a boost!
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Pyroguy

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Re: Possible M79 Solution (NOT DELAY)
« Reply #30 on: October 30, 2006, 08:55:03 pm »
I go on a server full of M79ers/Berret users and I laugh. Hard. I usually win even if the top if 10-15 kills ahead of me with a Steyr/Ruger and the Socom. That being said, I think the M79 needs one and only one thing done to it; a slight decrease in speed. As long as it has a bit more arc (hence, not at good at further ranges) I would even say give it a shorter reload time, because the extra distance which you can engage them with a machine gun/ruger makes it a lot less of a beats-all weapon.

Offline soulblade

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Re: Possible M79 Solution (NOT DELAY)
« Reply #31 on: October 31, 2006, 08:39:26 pm »
I agree with pyroguy, the m79 needs some decrease in speed or needs to have more arc.
We need to have the option of either attacking and approaching the m79er head on, or  getting out of range. At the moment it is very hard (if not impossible) to get out of range when running along and randomly finding an m79er.

Or Perhaps the distance we can see across the map should be increased, this will mean we can see any approaching soldaters and will give us the possibility of getting out the way

Offline Mr. Domino

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Re: Possible M79 Solution (NOT DELAY)
« Reply #32 on: October 31, 2006, 09:02:35 pm »
Or Perhaps the distance we can see across the map should be increased, this will mean we can see any approaching soldaters and will give us the possibility of getting out the way

That's a good thought but one that'll never happen since I don't think Soldat will ever be expanded to accept higher resolutions. Right now the M79's "short" range actually reaches fairly far, and it doesn't take much movement on the shooter's part to close in that short gap you have to try to stay away. Seems like to stay out of range really forces you to hug the edges of the screen a lot, which makes you unable to react to approaching threats from your backside.

Not sure it's possible, but I've love to see it where the game was coded so that if a M79 shot kills a target within a certain radius, the game kills him from the splash damage but without any damage calculation. That way you'd be fine to go kamikaze on an enemy, but you won't be advancing, making the shooter question if that 1-to-1 trade off is worth it. That'd at least solve my gripe with the weapon and bypass any lag which might be the cause of those point blank shooters surviving so often.

Offline mortal_soldier

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Re: Possible M79 Solution (NOT DELAY)
« Reply #33 on: November 13, 2006, 02:22:33 am »
The only way I see possible of solving the m79 problem is to give it ammo.  Make it so it has a clip of like 4 or so m79 shots.  Keep the same 3 second time between each shot (or how ever long it is).  And then make like a 5 or 6 second reload of the clip.  That'd make m79 users be more careful with their shots.  And would lesson the amount of m79 users out there.  Hopefully.

M79 is a grenade launcher....if it had ammo it would become unrealistic (as m79 does not have a clip/magazine). I think M79 is good as it is...dont fix something thats not broken.
the day microsoft makes something that doesn´t suck, is the day the make a vacuum cleaner.

Offline Cato269

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Re: Possible M79 Solution (NOT DELAY)
« Reply #34 on: November 13, 2006, 02:26:59 am »
incase you havn't relised....it's very difficult to win if you use m79. even if a whole team uses it, if one person screws up their shot by even a milimetre, you screw over your whole team.

Offline Brock

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Re: Possible M79 Solution (NOT DELAY)
« Reply #35 on: November 13, 2006, 04:25:40 pm »
I totally agree with the person who started this.

That's probably the only way to stop it.

If you make delay or longer reload, they'll just hide and then pop up and kill you, then hide again. 

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Offline Cato269

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Re: Possible M79 Solution (NOT DELAY)
« Reply #36 on: November 13, 2006, 04:30:19 pm »
Brock, barely missing your enemy is with it is devastating enough. but increasing the splash radius???

don't always think of normal mode, there are people who play r/s out there. that would make the r/s game play way out of balance.

Offline popsofctown

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Re: Possible M79 Solution (NOT DELAY)
« Reply #37 on: November 14, 2006, 09:16:27 am »
I think most people's problem is not the when it's steyr vs. m79 at long range, I think they don't like the effect of m79 vs. spas at very close range.  Am I wrong?
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Offline Mr. Domino

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Re: Possible M79 Solution (NOT DELAY)
« Reply #38 on: November 14, 2006, 12:19:02 pm »
I used to be against delay, but now I think it'd really be the perfect solution. While I've always hated the idea of adding delay out right to the M79, but I think it can be added to really balance the weapon, and I'm really loving this idea the more I think about it.

Think about how Mega Man can hold down the button and charge up a powerful shot but still tap to fire weaker shots. A similar change would still allow players to rocket jump with a quick tap of the mouse button, and kamikaze idiots who like to run around aimlessly and fire point blank wouldn't be able to do that, at least without putting some thought into it first.

One hit kill shots would simple require holding the mouse button down for a second or whatever before releasing and firing. A quick tap at point blank would still damage, but the shot would bounce the victim away where he would be in a better position to deal with the threat. Add something to the weapon status -- a "charged delay" feature that would increase the weapon power after firing with the delay.

Offline Cato269

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Re: Possible M79 Solution (NOT DELAY)
« Reply #39 on: November 14, 2006, 04:11:16 pm »
I think it's already been stated that no delay will be added to the m79, but thats a great idea anyway.