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  #81  
Old 11-17-2010, 07:26 AM
Old Ranger Old Ranger is offline
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Originally Posted by 9_6 View Post
I'm not sure what the 75% recoil reduction is actually needed for at all.
Xbox forces you out of the sights after each shot anyway -which is worse than any recoil- and the LAR kindasorta does the same.
9mm has no recoil (nope, not realy), hc isn't that terrible until you start spamming (and the animation makes it jump up quite significantly after each shot anyway) which only leaves the m14 with its freakish recoil.
And that's the only weapon that truly benefits from the reduction.

Think about that.
Well i think that its good that there is different things between perks. No need to remove totally that recoil reduction, at least 50-60% can be there, 75% with M14, KF perks are more different when its there. Leave it there who cares, no need to remove things, they are not overpowered things, they only bring things to game.

Dual HC were very different with recoil reduction. I can imagine when i compare non perk and Sharpie. Its taken away now. I used to play DHC as a main weapon When SS, that is gone now. But also TBH, at this time i have learn to aim better, DHC are also fun gun in any perk. But still.

If something to add, when crouched, recoil could be sligthly smaller for any perk, like RO.
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  #82  
Old 11-17-2010, 09:50 AM
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Originally Posted by masteriamamind View Post
My suggestion is give the Commando ALOT more bullets. Double his clip size(100%). It's not messing with his damage/recoil/reload. It would turn the commando into a "heavy gunner" and be more fun while saving time on tweaking. A lot easier to place before the higher ups at TWI since your not alienating your much larger($$$) casual to average user base.
This would accomplish nothing besides people spamming more with the Commando, I think. The perk really doesn't need any more changes, in my opinion. All three of his weapons are working very well on all difficulties and in line with most other perks.

I'd rather invest more time in this beta to achieve this state of the Sharpshooter, too, instead of going an easy route.

That said, I also don't have any trouble only giving Sharpshooter perk bonuses for single pistols and making duals either non-perked or "moving" them to Medic with only small bonuses like the current MP7M clip size increase. Or a full auto option for 9mms like suggested. Both wouldn't make the Medic too strong all of the sudden.

By all means, I could even live with removing the 9mm completely from Sharpshooter (thus leaving him with LAR, single HC, M14, crossbow) with the addition of Medic 9mm bonuses like described above.
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  #83  
Old 11-17-2010, 12:41 PM
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Originally Posted by outofrealman View Post
You should not force players to use iron sights. Why punish me if I can head shot WITHOUT using any kind of sights? Also, iron sight or not should affect accracy ONLY. Not damage. I strongly against any change to make the game more magical (we already have huntty, and now dual cannons).

Also, I think hand cannon can get discount for both medic and sharpshooter perk. Xbow itself is expensive enough for sharpshotoers.
Ah, well i thought it would be a creative way to imply aiming... but it is sorta "magical" yeah... crap :S Oh well.

You say give discount on HC for both Sharpie and Medic. Not necessary if you make the HC a 100% Medic weapon and reduce the weight of the Xbow to 8. Cuz that allows you, as a Sharpie, to have Xbow + LAR


Speaking of these "magical" stuff and other inconsistancies:

*Hunting Shotgun. Really need to fix the 2 firing thingies to have the same pellets on both of them (10 pellets in each shell, no matter how you shoot with it)
*Dual Handcannons. *Sigh*. I'm probably not the only one who thought this was a stupid and illogical way to solve it. I hate this change. Alot. I'd rather keep the DHC "overpowered" (they're not really) than making them magical.

And a third thing - HEADSHOTS!
I might be wrong here, so if someone can assist me with my possible errors, please correct me!

If i deal 1 damage to the head, i also deal 1 damage to the total health, correct? But if i deal 1 damage to the total health via a bodyshot, i deal nothing to the head, right? That's not the problem here, that's completely fine. But here is the problem: The damage resistances on headshots for the Scrake and Fleshpound, making headshots deal lower damage to the total health than a bodyshot does.

Let's take the FP. And you play as Commando.
The damage you deal with Commando weapons are reduced by 50%, if you shoot his body. If you shoot his head, you only deal 35% damage (that's the current resistance, no?)
Let's say hypothetically a Fleshpound has 5000 total health, and 1500 headhealth. Now, someone has been shooting the Fleshie only on his body, so now he has 1500 head health and 1000 total health. No matter where you shoot now, if total health reaches 0, he is dead. He will not be decapped on 100% headshots now (right?), but he will die.
Now, what is your intuition if he is running towards you and you have a SCAR loaded in your hands? Shoot his head or body? Head right, since you have a 1.1 damage multiplier for headshots? WROOOOONG.
Let's say the scar deals 100 damage per shot. So, if you shoot the head you deal 1.1 * 100 = 110 damage. But that is reduced by 65% due to the Fleshies headshot resistance. So, each bullet only do 110 * 0.35 = 38,5 damage.
If you shoot his body however, you will deal normal damage, 100, reduced by 50% cuz of his body resistance = 50 damage.
So you see a Fleshie on low health as Commando (for example)? Shoot him in the body, it will go down faster...

WHY IS THIS GAME GETTING SO COUNTERINTUITIVE FOR THE SAKE OF A BLOODY XBOW BALANCING?! Headshot damage should always AT LEAST deal the same damage to total health as a bodyshot would, or else the game just becomes weird and stupid.


EDIT:
@outofrealman, I also edited my suggestion on page 4 to a "non-magical" bonus now instead Thanks for pointing that out ^^

EDIT 2: As pointed out by Scary_ghost, i was wrong about the headshot thingy. The headshot resistance only applies to the Xbow, nothing else (which is then "negated" by the high HS multiplier of the Xbow, so it still is better to shoot with it on their heads obviously :P)
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Last edited by Aze; 11-17-2010 at 05:08 PM.
  #84  
Old 11-17-2010, 12:51 PM
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I always thought DHCs were fine to be honest. I found they had a different role from a single HC. A single HC required careful aim to maximize kills. Its ammo will last as long as you carefully shoot it and it is a reliable main weapon. Dual HCs were not a main weapon, they were backup. When you find yourself in a jam you put one in each hand and punch a hole through the horde and escape. It was balanced in comparison to single HC because aiming was harder, (I find regular HC iron sights to be perfect) and ammo runs out much faster. If you spam DHC your ammo is dry in just a couple of reloads.

I really don't like the magical gun thing.
  #85  
Old 11-17-2010, 01:05 PM
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Quote:
Originally Posted by Aze View Post

The damage resistances on headshots for the Scrake and Fleshpound, making headshots deal lower damage to the total health than a bodyshot does.
I dont found myself try to hit scrakes or fleshpounds in the head if I need to spam with SCAR or ak (e.g. he is raging). I rather give up that 10% bonus damage than missing some of my shots. And now they punish you if you hit the head, WOW (haven't notice this before).
In the case of shotguns, if a zed is up at my face, I will aim for the head, otherwise, I go for body for the same reason: that 100% damage output from that shot(s) can overcome that little damage bonus if I hit the head.

Quote:
Originally Posted by Vintage View Post
I always thought DHCs were fine to be honest.
I really don't like the magical gun thing.
I dont think DHC is overpowered too. They only give you 96 shots remember?
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  #86  
Old 11-17-2010, 01:38 PM
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Quote:
Originally Posted by Zonker View Post
This would accomplish nothing besides people spamming more with the Commando, I think.

A commando's job IS to spam bullets. If your talking about well placed shots to the head we already have a class that does that better, hence this entire freaking thread! Commando's need to be better at sweeping. Just look at the # of replies on this thread. We are never going to have a SS balance that satisfies. People aren't going to whine as much for having a better Commando than people will whine (justifiably so) for having a gimped Sharp Shooter.

I will now make the balance super easy! Behold my power!

1. Roll back ALL weapons to 1013, while keeping awesome saw from 1015

2. Let Comm bonuses apply to ALL weapons with lowered discount bonus, thus providing a TRUE trained commando.

3. let the 1015 difficulty enhancements apply to ALL levels. (zerker can stay beast he is in 1015)

The most populace($$$) kf players will be happy.

The hard core will whine at first. Then adapt and dominate like they always do regardless how the game is.


Can I get a AMEN!

Please forgive my silliness . Is it possible for a mutator to be made with my suggestions without too much effort on the coding staff? I think this play stlye would roll out well on a server. Heck, I am willing to pay for its creation if that what it takes.
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Last edited by masteriamamind; 11-17-2010 at 01:44 PM.
  #87  
Old 11-17-2010, 02:08 PM
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Quote:
Originally Posted by masteriamamind View Post
A commando's job IS to spam bullets. If your talking about well placed shots to the head we already have a class that does that better, hence this entire freaking thread! Commando's need to be better at sweeping. Just look at the # of replies on this thread. We are never going to have a SS balance that satisfies. People aren't going to whine as much for having a better Commando than people will whine (justifiably so) for having a gimped Sharp Shooter.
I don't think we have a single perk whose job is to "spam", more or less all of them profit from aiming for heads. The only difference is that perks like e.g. Commando, Firebug and chainsaw Berserkers can deal a continuous stream of damage if needed. All the assault rifles are headshot machines for the small stuff and I don't think they need bigger clip sizes, as this would probably only make them stronger against big enemies because you can just keep firing full auto at them. That's exactly the opposite of what was intended by the SCAR nerf.

So from my point of view, the Sharpshooter's job is (or should be) to deal high damage spikes against targets like sirens, husks, scrakes and fleshpounds while the Commando exceeds in quickly taking down the lots of small stuff. Both perks are not limited to that, of course, but just increasing the Commando's clip size without changing anything for the Sharpshooter won't help to distinguish the two, either.
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  #88  
Old 11-17-2010, 02:33 PM
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Quote:
Originally Posted by Aze View Post
And a third thing - HEADSHOTS!
I might be wrong here, so if someone can assist me with my possible errors, please correct me!

If i deal 1 damage to the head, i also deal 1 damage to the total health, correct? But if i deal 1 damage to the total health via a bodyshot, i deal nothing to the head, right? That's not the problem here, that's completely fine. But here is the problem: The damage resistances on headshots for the Scrake and Fleshpound, making headshots deal lower damage to the total health than a bodyshot does.
The 65% damage resistance (0.35x scalling) only applies to crossbow head shots. LAR and M14 head shots scale by 0.75x, all other gun damagetypes and LAR/M14 body shots by 0.50x. Head shots still out damage body shots, even from a cross bow as its head shot multiplier is 4.0x.

ZombieFleshPound.TakeDamage()
Code:
    // He takes less damage to small arms fire (non explosives)
    // Frags and LAW rockets will bring him down way faster than bullets and shells.
    if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
        && DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
    {
        // Don't reduce the damage so much if its a high headshot damage weapon
        if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
            class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
        {
            Damage *= 0.75;
        }
        else if ( bIsHeadshot && (class<DamTypeCrossbow>(damageType) != none || class<DamTypeCrossbowHeadShot>(damageType) != none) )
        {
            Damage *= 0.35; // was 0.3 in Balance Round 1, then 0.4 in Round 2, then 0.3 in Round 3/4, and 0.35 in Round 5
        }
        else
        {
            Damage *= 0.5;
        }
    }
    // double damage from handheld explosives
    else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
    {
        Damage *= 2.0;
    }
    // A little extra damage from the grenade launchers, they are HE not shrapnel,
    // and its shrapnel that REALLY hurts he FP ;)
    else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
    {
        Damage *= 1.25;
    }

Last edited by scary ghost; 11-17-2010 at 02:44 PM.
  #89  
Old 11-17-2010, 03:42 PM
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Quote:
Originally Posted by scary ghost View Post
The 65% damage resistance (0.35x scalling) only applies to crossbow head shots. LAR and M14 head shots scale by 0.75x, all other gun damagetypes and LAR/M14 body shots by 0.50x. Head shots still out damage body shots, even from a cross bow as its head shot multiplier is 4.0x.
Thanks for claryfying I can stop whining about that now ^^

EDIT: Yeah it says so in one part (but not in others) that's why i got confused :P

Under Sharpshooter it says:
- Reduced Scrake damage taken from Crossbow Headshot from 1.0 to 0.5
- Reduced Fleshpound damage taken from Crossbow Headshot from 0.5 to 0.3

But under Scrake and FP it only said:
- Increased anti headshot resistance to .35

Which is what i read :P
Sorry for confusing you folks :$
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Last edited by Aze; 11-17-2010 at 03:46 PM.
  #90  
Old 11-17-2010, 04:28 PM
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One reason why DHC spam is so appealing is the single penetration. Maybe remove it from HC and give it to SCAR? Or even better, give Commando a penetration bonus for either all weapons or for assault rifles.
  #91  
Old 11-17-2010, 04:32 PM
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.. don't force players to use the iron-sight.. that's just plain freaking stupid... A veteran player can hip anything from anywhere.. and head shot it as well..... Just a heads up if you guys are planning to give iron sight any bonuses..

I am liking this patch note already.. please by all means nerf the SS in to oblivion so that they are almost unplayable for newcomers.. do you actually think newcomers are professional crossbow or head shoters .. they are not..
By removing all these bonuses for the SS you are looking at a stale SS class that wastes too many shots to kill big things.. and make it utterly difficult for them to kill small fries..

Instead of moving the dualies to the medic class.. why not just give the medic new pistols or weapons that are readily available player-made? Nerfing ss dualies make sense .. but removing the perk effect completely doesn't make sense.. Some players prefer not to reload every 8 shots...
  #92  
Old 11-17-2010, 05:27 PM
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Perhaps the pistol bonuses should be lifted from sharpshooter and given to the medic.

But to make live easier for newer players allow the single pistol head shots to still count towards levelling the perk.
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  Click here to go to the next developer post in this thread.   #93  
Old 11-17-2010, 06:33 PM
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Sorry I haven't chimed in for a while, been a little busy here =)

So, I know that people wish that changes applied across all difficulties, but we simply can't do that because it will alienate our casual/average gamers by making the game unnecessarily difficult when they weren't asking for it. It also makes the game more difficult for new comers and we just can't have that. Having difficulty changes only apply to certain difficulties makes perfect sense, because they are different levels of difficulty. In Normal and Hard, it will still be a perfectly viable tactic to jump away from Clots. In Suicidal and Hell on Earth, the Clots are "stronger" and thus you can't jump away. This will be applied to a number of changes and new players will generally not question them, it's only some of the current players of Suicidal that will need to adjust their play style a bit(which is why we made Suicidal a bit easier in terms of zed health).

I have gotten clearance to reduce the 9mm(and dualies) headshot multiplier for Hell on Earth only to stop the single shotting of Clots, Gorefasts, etc. Once again, players will not really notice that the 9mm has been gimped for HoE, they will simply think the health of the zeds is high enough that it's no longer a 1 shot kill for the SS. I will also be removing all body shot damage multipliers from the SS, as they make no sense(he's a headshot perk). I will also be removing the reload enhancement for the 9mm(and dualies) and possibly the recoil, even though that won't do much. Thus, there will not be any magic between using 1 and 2 9mm pistols.

I will continue to discuss the Medic getting bonuses for the Dualies internally, but thus far it hasn't been met with much enthusiasm. Maybe we can at least try it...we'll see...
  #94  
Old 11-17-2010, 06:36 PM
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Quote:
Originally Posted by Old Ranger View Post
Well at least Xbow damage nerf and Scrake stunlock nerf must be in HARD. Scrake and FP should be fearable beasts there.

Hell i have waited that Hard will surely change and be Harder. If not.. No, just no.

Pretty sure that all Hard players wish that Hard would be harder. Scrakes are jokes because of xbow and any perk katana/axe stunlock (only 1 stun could be there, no stunlock), FPs are jokes because of Xbow.
I also agree that the difference between Normal and Hard is a bit too small compared to Hard and Suicidal.

Quote:
Originally Posted by Aze View Post
So, here is a little recap of what we can do:

Since making 9mms and HCs unperked (single as dual for both weapons) is boring, we don't just want to remove them from the Sharpshooter. We can instead move it to the Medic (temporary fix, in waiting for the Gunslinger ). And not just the dualwielded ones, but also the single pistols! Wouldn't make sense otherwise.
The Medic bonus to those weapons would be bigger clips and a discount, but not as much as for the MP7 though (obviously). Then when/if the Gunslinger is added in the future, the 9mms and HCs are shifted over to that perk.

The Sharpshooter's general headshot bonus still makes the 9mm(s) and HC(s) decent headshooter weapons in his hand, so while the loss is perhaps a bit sad, they are still decent sidearms. And, the Sharpie becomes much less of a Sweeper perk (very good!)

Removing the HC (and 9mm) also makes the Sharpshooter a bit harder to level (which is very good), but unfortunately it makes the Xbow have no pairable weapon perkwise. Thus, a weight reduction of the Xbow to 8 would make it able to be carried with the LAR! The Xbow is so weak for non-sharpies anyway, so it won't be unbalanced.


Also, to make the Sharpie even less "Commando"-ish, and even more about headshots and aiming, i propose this list as his perk bonuses at level 6:

* 30% (down from 60%) damage bonus to LAR/Xbow/M14
* 50% (down from 75%) recoil reduction to LAR/Xbow/M14
* 40% (down from 60%) faster reload speed for LAR/Xbow/M14
* 40% increased rate of fire for LAR (down from 60%) (Written out as a seperate bonus so it doesn't confuse Scary_ghost . Should be the same number as the reload speed bonus though, for the sake of logical consistancy.)
* 60% (up from 50%) headshot damage for all weapons (perked and unperked)
* 15% additional headshot bonus damage for LAR/Xbow/M14 (Changed this bonus from a "magical" bonus, to a normal simple bonus )
* 70% discount for M14
* 33% discount for Xbow bolts
* 25% additional recoil reduction during ironsight (For all weapons or only sharpie weapons? Would emphasize aiming alot)


So, those above changes along with:

* 9mm, Dual 9mm, HC and Dual HCs moved over to the Medic.
* Medic gets some ammo size increase and discount to those weapons too
* Xbow weight reduced to 8 (so the Sharpie can carry LAR+Xbow as a compensation for the loss of the HC(s))

Everybody agreed on this?

EDIT: If all this seems like too much of a nerf/change, the HC (and Dual HC) can still be kept for the Sharpshooter, while only the 9mm is moved over to the Medic. The body damage and spammability for the HC(s) (reload and recoil) is lower anyway.

EDIT 2:
More stuff to suggest, to remove "magical weirdness":

* Fleshpound and Scrake head resistances should go down to being equal (or less) in resistance as bodyshots, so that headshots no longer deal less damage to total health than a bodyshot. If you wanna tamper with the Fleshie and Scrake, you either change the headshot damage multipliers on the weapons, or you change the total amount of headhealth for them. But NOT by messing up the headshot resistances (at least don't make them become more resistant on the head than on the body)
* Hunting Shotgun pellets being the same in both firing modes. Atm, you fire 6 pellets per shell (12 pellets for two single shots) on single shots, while you fire 10 pellets per shell (20 pellets in total) if you do the doublefire. Make the single shot also shoot 10 pellets per shell!
* HC contra dual HC magicalness from this beta patch. Either you don't change the HC at all, or you change BOTH THE DUAL HC AND SINGLE HC. Not just one of them, that's plain stupid! I think most of the players here agreed that they would rather keep dual HCs "overpowered" than having them magical in effect.
* Make all changes on the beta apply to ALL difficulties. Not only Suicidal and Hell on Earth.
I fully agree with all of this. Pistols would make excellent Medic weapons, since he doesn't get anything but mag bonuses. This would allow the Medic to fight to defend himself, but not be anything near as powerful as an actual combat class.

Quote:
Originally Posted by Wannas View Post
One reason why DHC spam is so appealing is the single penetration. Maybe remove it from HC and give it to SCAR? Or even better, give Commando a penetration bonus for either all weapons or for assault rifles.
This would also be a good idea, though I always thought penetration should be a Support-specific trait. And maybe the flamethrower.
  #95  
Old 11-17-2010, 08:46 PM
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Originally Posted by [TW]Xienen View Post
So, I know that people wish that changes applied across all difficulties, but we simply can't do that because it will alienate our casual/average gamers by making the game unnecessarily difficult when they weren't asking for it. It also makes the game more difficult for new comers and we just can't have that.
But aren't we alienating one crowd from the other? Just feels like splitting the fanbase to me...
When a lot of us were newcomers too, this game was hard as nails, but we kept on pushin' til we got better. It was part of the appeal for me really.
I know you have you reasons for changing the gameplay for seperate difficulties, but I think I'll always be against the idea. Most liekly scenario imo is that casual players move down to beginner(which nobody plays anymore) and normal servers.
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Last edited by Sammers; 11-17-2010 at 08:50 PM.
  #96  
Old 11-17-2010, 10:08 PM
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I will also be removing all body shot damage multipliers from the SS, as they make no sense(he's a headshot perk). I will also be removing the reload enhancement for the 9mm(and dualies) and possibly the recoil, even though that won't do much. Thus, there will not be any magic between using 1 and 2 9mm pistols.
YouTube - M. Bison "Yes Yes!" Widescreen HD reupload

Okay, serious time now. I know I've been pushing for this almost since I joined the beta, but I want to make sure that this change is fair to the Sharpshooter as a whole. The class has been massively nerfed in this overhaul and if we aren't careful we will come out of the beta with a Sharpshooter that no one wants to play on Suicidal and HoE because the big ZEDs (his primary targets) are twice as resistant to his best weapon.

Any kind of Sharpshooter vs Scrake is pretty much balanced save for some bugs. Headshotting a Scrake who's hunched over from a Crossbow stun is kinda awkward and unpredictable, so there's probably a hitbox issue involved there. I can see a crossbow tracer fly right through the dude's head but often I don't get a headshot. M14 is still pretty effective for Scrakes and feels good there. LAR is beast since it has not changed at all.

Xbow Sharpshooter vs Fleshpound remains kinda messed up. The Sharpshooter doesn't actually contribute anything to the team effort of killing a Fleshpound because he and his team are shooting at 2 HP bars that are only connected by a narrow one-way street. I shall quote myself right here.

Quote:
The problem with how Sharpshooter interacts with the the FP and his team is basically a problem of mechanics. The Sharpshooter is using a different HP bar than the other perks who aren't shooting for the head. When shooting for the head, you reduce both head HP and body HP. However, you do not reduce head HP by shooting the body. This is where the problem of the Sharpshooter in "teamwork" arises. Your team is primarily going to be shooting the FP's body while you are going to be shooting the head. You will be contributing a significantly lower amount of damage to the body relative to how much you are hurting the head, meaning you aren't really helping your team very much at all. Conversely, your team is contributing absolutely nothing to the task of helping you kill the FP unless they all also try to hit his head. No matter how much your team shoots the Fleshpound's body, the number of shots it takes you as a Sharpshooter to kill that guy remains the same unless they hurt him to the point where his body HP goes below his head HP.
The goal of the beta was to make the killing of a Fleshpound a team effort. Therefore, I think I have a solution that makes everyone happy.

Make the Fleshpound's head HP the same as his body HP, just like the Patriarch. Reduce his Xbow resistance to the point where it takes 4 headshots to kill him with this new head HP value. With this change, the Sharpshooter now contributes a sizable amount of damage to the Fleshpound's body, therefore being a real support to his team. Nothing would change in terms of a Sharpshooter's ability to solo a Fleshpound.

Though this may complicate the balance of M14 vs Fleshpound. But, if you reduced its M14 headshot resistance to 0, it would still take about 11 headshots to kill a Fleshpound, so it would not change anything in that regard.
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Last edited by EonSeig; 11-17-2010 at 10:24 PM.
  #97  
Old 11-17-2010, 10:57 PM
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About the people who don't want pistols/dualies moved, is it just because you don't want them to be Medic weapons? Or because you don't want them removed from Sharpie?
  #98  
Old 11-17-2010, 11:14 PM
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masteriamamind masteriamamind is offline
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It's a good thing I prefer playing my Firebug. All the take from the SS perk and not a single bit of give. I wish I joined the "official" community after all this bs. I actually have a thought to contribute that's not me b (it) chin.

The code for the Mp7 injection recharge. Is it possible to have one for a SS (either perk or weapons) that gives a bonus 2x HS multiplier. It would work similar to the Sniper in Team Fortress 2. Great damage and would discourage killing everything in sight. Even on the hardest difficulty you could potentially 2 shot a fp, but it would kill you if you waited for the recharge. Is something like that beyond the beta?
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  #99  
Old 11-17-2010, 11:46 PM
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Originally Posted by EonSeig View Post

Any kind of Sharpshooter vs Scrake is pretty much balanced save for some bugs. Headshotting a Scrake who's hunched over from a Crossbow stun is kinda awkward and unpredictable, so there's probably a hitbox issue involved there. I can see a crossbow tracer fly right through the dude's head but often I don't get a headshot. M14 is still pretty effective for Scrakes and feels good there. LAR is beast since it has not changed at all.

Xbow Sharpshooter vs Fleshpound remains kinda messed up. The Sharpshooter doesn't actually contribute anything to the team effort of killing a Fleshpound because he and his team are shooting at 2 HP bars that are only connected by a narrow one-way street. I shall quote myself right here.



The goal of the beta was to make the killing of a Fleshpound a team effort. Therefore, I think I have a solution that makes everyone happy.

Make the Fleshpound's head HP the same as his body HP, just like the Patriarch. Reduce his Xbow resistance to the point where it takes 4 headshots to kill him with this new head HP value. With this change, the Sharpshooter now contributes a sizable amount of damage to the Fleshpound's body, therefore being a real support to his team. Nothing would change in terms of a Sharpshooter's ability to solo a Fleshpound.

Though this may complicate the balance of M14 vs Fleshpound. But, if you reduced its M14 headshot resistance to 0, it would still take about 11 headshots to kill a Fleshpound, so it would not change anything in that regard.

Exactly my point of view man But people just dont get the fact that sharpshoter can 4-shot fp DOES NOT MEAN you do 25% damage to the fp. It also make sense that the strongest enemy in the game (fleshpounds and patty) cannot be decap before they die.

And we just making the xbow become a totally bad choice for fleshpounds. Even the LAR do better.
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Last edited by outofrealman; 11-18-2010 at 12:22 AM.
  #100  
Old 11-18-2010, 12:58 AM
Deafmute Deafmute is offline
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Originally Posted by [TW]Xienen View Post
I have gotten clearance to reduce the 9mm(and dualies) headshot multiplier for Hell on Earth only to stop the single shotting of Clots, Gorefasts, etc. Once again, players will not really notice that the 9mm has been gimped for HoE, they will simply think the health of the zeds is high enough that it's no longer a 1 shot kill for the SS. I will also be removing all body shot damage multipliers from the SS, as they make no sense(he's a headshot perk). I will also be removing the reload enhancement for the 9mm(and dualies) and possibly the recoil, even though that won't do much. Thus, there will not be any magic between using 1 and 2 9mm pistols.
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