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#81
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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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Yes I know, I bloody have to learn English better.. |
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#82
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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
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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) Last edited by Aze; 11-17-2010 at 05:08 PM. |
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#84
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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. |
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#85
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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. I dont think DHC is overpowered too. They only give you 96 shots remember?
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Feel free to proof me wrong. Downvoting achieve NOTHING. |
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#86
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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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If it is weak, kill it or ignore it. Anything else honors it. Last edited by masteriamamind; 11-17-2010 at 01:44 PM. |
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#87
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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
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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. |
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#89
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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 :$ Last edited by Aze; 11-17-2010 at 03:46 PM. |
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#90
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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.
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#91
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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... |
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#92
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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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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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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... |
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#94
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This would also be a good idea, though I always thought penetration should be a Support-specific trait. And maybe the flamethrower. |
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#95
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![]() 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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Problem, a51mj12? Last edited by Sammers; 11-17-2010 at 08:50 PM. |
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#96
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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:
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. Last edited by EonSeig; 11-17-2010 at 10:24 PM. |
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#97
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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?
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#98
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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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If it is weak, kill it or ignore it. Anything else honors it. |
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#99
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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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Feel free to proof me wrong. Downvoting achieve NOTHING. Last edited by outofrealman; 11-18-2010 at 12:22 AM. |
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#100
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That is all. |
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