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Ammo reduction on the M14

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WhiteTigerShiro

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Aug 25, 2010
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So, let's face it. The M14 is overpowered. You join any server with 5 people in it, and you're guaranteed to see at least 3 Sharpshooters, if not a full team of them. And why? Because it's too easy to just buy the M14 and go full auto with it. So many games I've played and the squad only gets as far as it does because they have 4 M14s all pointing down the hallway going nuts.

Clearly, the weapon needs an ammo reduction. No other class, and indeed, no other weapon can last an entire round (except maybe on Normal). Even the Sharpshooter's other weapons need to be rationed to some degree or you'll be out of arrows when you notice that Skrake at the end of the hall, or out of bullets in your Hand Cannon when you have a full group of Gorefasts ready to pin you in a corner.

But the M14? Forget about it. Just spray and pray and God will be there for you every time.

Now, granted that squads don't always prevail with just the M14. In fact, I find that the more they rely on the M14 during the opening rounds, the more likely they are to wipe it 6 or 7 rounds in when the Flesh Pound introduces more chaos than they can handle. However, that isn't reason to not nerf the M14. If anything, I find it to be all the more reason to make it less desirable. Encourage people to play other perks so they can cover more ground.

As for what I feel is a good amount: 100 Bullets. 4 clips on the side with one in the gun. Maybe as many as 6 clips total, but anything past that starts to get excessive. It's enough to let the M14 do some real damage in the hands of a skilled Sharpshooter, but makes it completely worthless to the spray-and-pray mentality that it encourages right now.

I mean... this game advertises as "Survival Horror", right? Where's the survival when we have a gun that easily lasts an entire round without need for a backup?

(( Also, the fact that I could finish this entire post and just now remember that the SCAR also has too much ammo capacity just goes to show much more OP the M14 is compared to the SCAR, which also needs a bit of a reduction lest Commando become the new Sharpshooter were the M14 to be nerfed. ))
 
Actually, I did use the search function. Much to my shock, there were zero results for "M14".
I had the same result when I made a thread regarding the M14; I think it's too short of a query to return results, which is disappointing given its popularity.

On the topic of the thread though, I would like to share some analysis I've done on the subject. While I'm sure this isn't actually new work, it is easy to follow and quite revealing. The spoiler contains the analysis, and the conclusions are below.

Spoiler!


Immediately the SCAR and M14 stand out as have double and triple the damage capacity of most of the other weapons, respectively. Looking at the statistics, the SCAR is right over one standard deviation from the mean, whereas the M14 is over two (95th percentile for the curious). This shows that the M14 has a significantly higher damage capacity than the other weapons, with the SCAR falling behind the M14 but still ahead of the others.

With all of that, my conclusion is that statically the M14 has a very significant advantage over the other weapons. My inference is that due to the sheer size of this advantage, the M14 will maintain a significant advantage in the dynamic situation, which would call for a rebalancing of it and likely the SCAR. I'd welcome thoughts on how the dynamics of the unconsidered factors might decrease this advantage.
 
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you initial conclusions are correct, but like you already pointed out, you completely disregarded many factors that play into the overall "effectiveness" of every weapon.

Spoiler!

so in the end, i think your research is nice and provides good insight into this specific aspect of the weapons, but the analysis is too simple, too many assumptions are mande and too many factors are left out to validate just how much of an impact the presented idea (ammo reduction) will have at "fixing" the foundamental "problem" with the m14EBR.

*to note, i do believe that the general consensus of most players is that weapons like the SCAR and M14EBR could use a slight ammo reduction. keep in mind the commando does have perk bonuses that effect clip sizes and in turn total bullets. however, remember that the TDC is not the only factor needed to be taken into consideration regarding the actual "EBR issue".

despite my constructive criticism, i totally respect the research and thought that you put into all this. most people these days just make statements/conclusions without attempting to research or provide any support for them. for that i give your post a "like" ;):)
 
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you initial conclusions are correct, but like you already pointed out, you completely disregarded many factors that play into the overall "effectiveness" of every weapon.

Spoiler!


  • perk bonuses would greatly impact every weapon....this includes weight, discounts, recoil reduction, damage increase, quicker reload, ammo cap increase, clip size increase etc....
  • you make the assumption that every single bullet will hit the target, which isn't a guarantee.
  • you also make an assumption when taking the average base damage to determine these statistics.....the base damage ranges due to the possible locations of hits on the targets which would result in varied amounts of damage dealt.
  • you draw the conclusion that TDC (total damage capacity) is the ultimate sign of which weapon is the most powerful or effective. what about the other statistic you presented CDC (clip damage capacity)? note that the M14EBR is in the bottom half of that category......also note, you left a few weapons out such as the m32 which would have a CDC of 2100 (6x350) which would only 50 less than the EBR
  • something you really need to remember is that TDC is only theoretical as you're assuming that every single bullet will be used, i.e. just because it's a maximum doesn't mean that maximum will consistantly be acheived. take for instance the M14EBR......you're assuming players will use (let alone hit with) all 300 bullets while in an average game, i'd suggest that realistically speaking, even the worst "EBR spammer" will only use 50-75% of his ammo whereas most every support will use up his AA12 or Shotgun ammo.
  • along with the above point, during a 6 player suicidal game the team will face a max of around 300 zeds per wave and only in later waves. again it's the assumption that all bullets will be used and all bullets will be hits.
  • also a factor is the full loadout of a perk....example being the support who could carry AA12, Shotgun, dual handcannons, 10 grenades, 2 pipebombs (i believe) and a 9mm. when all that "potential" damage is totaled compared to the potential total of a SS carrying an EBR/LAR combo, the statistics change. again the need to factor in perk bonuses which would greatly affect the numbers.
  • TDC isn't the same thing as "effectiveness".....i.e. total potential damage isn't the conclusive stat for determining a weapons "power". example, the crossbow: its TDC is only 12000 and following to your stats, you have to not include headshot multipliers etc... however even 1 bodyshot from a Crossbow can result in a kill on most every specimen, even multiple kills while say a bullet from the AK47 (also 12000 TDC) can't even kill just one specimen. additionally a single crossbow headshot could result in the death of a FP which would take how many mags of AK47 ammo? point being, TDC isn't even equivilant to the amount of potential deaths that could be inflicted by each weapon.
  • one last little point would be the failure to note the roles of each invidual perk and the effects of the weapon used to fill those roles. example, a "mop up" perk like the commando will "spam" 5-10x more bullets than say a demo who would save his shots for larger groups of zeds. a firebug would conserve his ammo by lighting a group on fire, letting the fire damage take its full effect before shooting another "round" as opposed to shooting a continuous spray.





so in the end, i think your research is nice and provides good insight into this specific aspect of the weapons, but the analysis is too simple, too many assumptions are mande and too many factors are left out to validate just how much of an impact the presented idea (ammo reduction) will have at "fixing" the foundamental "problem" with the m14EBR.

*to note, i do believe that the general consensus of most players is that weapons like the SCAR and M14EBR could use a slight ammo reduction. keep in mind the commando does have perk bonuses that effect clip sizes and in turn total bullets. however, remember that the TDC is not the only factor needed to be taken into consideration regarding the actual "EBR issue".

despite my constructive criticism, i totally respect the research and thought that you put into all this. most people these days just make statements/conclusions without attempting to research or provide any support for them. for that i give your post a "like"
Well I would make a few notes about your comments.

*On the perks: I consider the perk bonuses to weapons to be roughly equal among the perks. Obviously not accurate, but the point is that the TDC isn't going to be vastly higher for one perk than another because of bonuses (Excluding the Medic gun). Though this is besides the point, as I am only comparing the weapons themselves, and not the perks that use them. The goal of the analysis was to show that the M14 (and to a lesser extent the SCAR) is significantly more powerful from a potential damage perspective than the other weapons.

*I made the comment that the reason I assume all bullets hit is because if you factor in a given miss rate, you can't really justify making it a different miss rate for different perks. This means that if you had 50% missed shots, you would halve the resulting calculations for all weapons. While this affects the actual TDC etc., it does not affect the comparison between weapons (though the standard deviation will change in a slightly different way).

*Since I assumed no headshots, there's no justification for assuming that there will be any particularly prevalent damage locations on targets (though I'm under the impression that it is a random number generator, not the location, that determines damage). Assuming that the damage is random and *not* based on location (besides headshots), the weapon's expected damage will just be the average damage.

*You may wish to recheck the spreadsheet, as the M14 is in no way the lower half of total clip damage (it's second highest). And the M32 is left out because the damage depends on the number of targets and their distance from the shot. Combine that with the fact that it simply would not add anything significant to the analysis (TDC of 12600 assuming one target takes full damage, ignoring the notable overkill present on lesser specimen kills and the almost certainty that full damage will not occur), and it was omitted. On the TDC being the most important factor, I do not consider it a determining factor for overall perk effectiveness, only as a baseline to show that in similar circumstances the M14 is very likely to outlast other weapons.

*Just accounting for your point, but this is covered above by the disregard for a percentage chance to hit, which adds nothing to the comparative analysis.

*It's about potential on an even scale. I'm not going to try to define team dynamics (how a team plays vastly affects who uses how much ammo), which renders the actual number of enemies fought only a factor if you consider the special case of the entire wave having a collective hit pool lower than any given weapon (not reasonable).

*Again, I'm not looking at perks, only the weapons themselves. The perk bonuses are very similar, and while they all play differently there is still some required balancing of the weapons themselves, which is what this thread is about.

*The crossbow is universally a unique weapon given the grossly oversized headshot multiplier. It would only be an outlier if I included it, and the comparison is focused on weapons of similar function (i.e. usability on all specimens without significant loss of efficiency). Any of the weapons analyzed could conceivably be used to kill any specimen (again excluding the MP7).

*You're assuming gameplay, which is far and beyond even a more dynamic analysis. On the most basic level, a zed has a given pool of health, and you have a given pool of damage. You will expend (very) roughly the equivalent amount of damage to kill the zed regardless of how exactly you're playing. Assuming ten seconds of burning and two SCAR rounds did the same damage, both would kill the same specimen. Since time is omitted, comparison of these weapons does not hinge on how exactly the weapons are used, only on how they *at most* could be used (and then, only for comparison purposes).

Overall I think your three concerns are lack of considerations for accuracy, gameplay, and the disregard for perk bonuses. I encourage everyone to remember that I am comparing only the weapons, not the perks. Reducing the ammo size on the weapon does not affect gameplay at the perk level, it only affects the potential use a given weapon has. Put another way, fixing the M14 isn't the same as fixing the perk tied to it.

I would note that the Commando does not in fact get an increase in total ammunition, only in clip size (verifiable in game, and makes sense comparing the wording from Commando to Support Specialist, which does actually get a total ammo increase). I won't claim that the TDC is the only factor needed to justify an ammo decrease, but I firmly believe it is the most readily available and important justification.

My apologies for sort of breaking your post down, but I don't want people to get confused and think that I've made a dynamic model of the game that proves that the Sharpshooter is God and the Medic is Jesus.
 
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appologies for the typo regarding the M14EBR CDC i posted......it was late and i was actually referring to the SCAR's low CDC but my fingers didn't listen to my brain :eek::D

i'd take more time to look over the counterpoints made, but i'm at the point where it wouldn't be worth the time to think about it. the general issue behind the research and conclusions is that it's still all hypothetical and based on potential. when looking at physical stats and potentials such as TDC, i think that you can tend to lose sight of the reality of actual gameplay. meaning that i'm convinced that weapons like the EBR and the SCAR having large ammo capacities do not result in the main issues that are breaking the game. sure reducing ammo caps for those weapons would lower their potential TDC, but it wouldn't completely solve balance issues that are the results of other various factors. so sure, reduced ammo capacities would HELP curb the theoretical "power" of those weapons, but keep in mind that's only one small aspect of what needs to be fixed in order to make certain perks/weapons more balanced.
 
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The original weapon the M14 is based on (M1 Garand) uses clips:
m1garand.jpg


This is a (en bloc) clip that the Garand uses:

garand5.jpg


This is the M14EBR (the actual one), based on the M1 Garand:

M14ALCS-full.jpg


This is the magazine it uses. Note the fact the M14 doesn't use a clip, neither does any weapon in Killing Floor.

cm20_300.jpg


Now, the MDC (magazine damage capacity) is more feasable, as guns in KF actually use magazines.

If i sound like an arsehole, it's because i'm trying to teach people how simple things they should know already.
 
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If i sound like an arsehole, it's because i'm trying to teach people how simple things they should know already.
Yes yes, I'm well aware that there is a huge difference between clips and magazines. When talking about weapon stats in a video game, however, I can't be arsed to care about a difference that should only matter when talking to your NRA buddies.

And why is this something that one "should know already"? Unless you deal in guns a lot, or are a gun enthusiast who studies and reads about them a lot, why is it so important to know the difference that it's something that people "should know already"?

Funnily enough, the only reason I know the difference between a clip and a magazine is because of some other ****-retentive person posting about a gripe in another game (I honestly don't recall which) referring to a weapon's "clip size" when the weapon clearly used a magazine. His post went so far as to go into detail about the specific definitions of the two (as opposed to the picture diagrams you provided). It was an interesting read, because I had never previously known there was a difference, but beyond that it occurred to me that this wasn't going to hamper my enjoyment of the game any to know that it used the term "clip size" to describe a magazine-loaded weapon.
 
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Yes yes, I'm well aware that there is a huge difference between clips and magazines. When talking about weapon stats in a video game, however, I can't be arsed to care about a difference that should only matter when talking to your NRA buddies.

And why is this something that one "should know already"? Unless you deal in guns a lot, or are a gun enthusiast who studies and reads about them a lot, why is it so important to know the difference that it's something that people "should know already"?

Funnily enough, the only reason I know the difference between a clip and a magazine is because of some other ****-retentive person posting about a gripe in another game (I honestly don't recall which) referring to a weapon's "clip size" when the weapon clearly used a magazine. His post went so far as to go into detail about the specific definitions of the two (as opposed to the picture diagrams you provided). It was an interesting read, because I had never previously known there was a difference, but beyond that it occurred to me that this wasn't going to hamper my enjoyment of the game any to know that it used the term "clip size" to describe a magazine-loaded weapon.

Well ok, it's just that ingame KF refers to magazines as clips and thus people become misinformed, i'm trying to correct that mistake. Also i don't go to any NRA, i'm just interested in reading up on things.

I suppose i'm just a little OCD about getting things right when it is easy to do so.

However, on the topic of clips, wouldn't the M1 Garand be a nice replacement for the M14? Same looks and usage, but with only 8 rounds and people can use the term "clip" to their hearts content and actually be right :D
14 clips with 8 rounds each with each round having slightly higher damage than a LAR. This would be a really good idea, if i do say so myself :)
 
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I think it'd be a cool replacement. I love the reload for those things. I think the first time I saw one of those being reloaded was in Shutter Island, and for some reason I though it looked cool how reloading the gun basically looked like he was just jamming a bunch of bullets into the top.

Though I'm also a person who tends to like retro tech more than modern. I can see other people looking at the gun and thinking lesser of it just because it's "old". Frankly I think it looks cool. Though I also like 50's/60's styled cars more than anything made within the last 20 or so years, so make of that what you will.
 
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... i was actually referring to the SCAR's low CDC but my fingers didn't listen to my brain :eek::D

... i'm convinced that weapons like the EBR and the SCAR having large ammo capacities do not result in the main issues that are breaking the game. sure reducing ammo caps for those weapons would lower their potential TDC, but it wouldn't completely solve balance issues that are the results of other various factors. so sure, reduced ammo capacities would HELP curb the theoretical "power" of those weapons, but keep in mind that's only one small aspect of what needs to be fixed in order to make certain perks/weapons more balanced.

You are by all means welcomed to do any study, research, or calculations to support yourself. On the one hand you are correct; The game (and in general anything dynamic with nigh-infinite variables) cannot be modeled by something as simple as what I've done, and to have true confidence in any conclusions from such a model isn't sensible. However, I would argue that using anything to support your position is better than heuristics and suppositions.

If i sound like an arsehole, it's because i'm trying to teach people how simple things they should know already.
You are correct; They are magazines, not clips. However, I would say that you don't sound like an arsehole because of the correction, but rather because you didn't contribute anything to the discussion when you made it. If correcting others was all that was needed for a decent post, there would be significantly more posts detailing spelling and grammatical errors. As it is, people generally only post such things if they are participating in the discussion, and wish to clarify things to aid in the understanding of the post or the discussion as a whole.

Basically, I wanted to show that by some specific yet accurate scale the M14 (and SCAR to a lesser extent) do not correlate well with their peers. The simple interpretation is that the total ammo capacity of each weapon being lowered would correct this. It doesn't prove they are overpowered, or that they have too much ammo, it just compares them to their peers. That said, I may in the future do something more detailed to see how the numbers compare factoring in headshots and perk bonuses (I think this will give the Sharpshooter a ridiculous edge in damage, but I would need to include other perk bonuses not directly related to damage, like shotgun penetration and stalker detection).
 
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