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Clearing up some confusion - MAC 10 - The 1014 Post Mortem

Incidently you do realize that a full SCAR clip still outdamages a full Ak Clip right?

Scar does 2400 damage across its entire clip in 2.4 seconds
Ak47 does 2368 damage across its entire clip in 3.9 seconds

I personally like this update, there are still things that need addressing, that I'm now more confident than ever will get looked at and fixed, but its definately a step in the right direction.

For me now the Commando, Medic, Demoman and the M14 Sharpshooters are balanced. Zerker weapons need to be rejigged a little, but the Zerker himself is balanced and Xbow Sharpshooters, Support Specialists and Firebug are almost there. Xbow just needs a little rethink for both SS's, Support doesn't really need Grenades on top of his shotguns, and for the Firebug he just needs a few tweaks to the Mac 10 since the weapon has largely overcome alot of his weaknesses.

I whole heartedly agree with the line of thought for the Devs, and hope to assist in the changes for the future :)

Actually the AK outdamages a SCAR over the full mag. Accounting for the 50% damage bonus and 25% larger mag for a level 6 commando:

SCAR [SCARMK17Fire.uc]

  • 57 base damage/bullet * 1.5 damage bonus * 25 bullets/mag = 2137.5 damage / mag
    • Multiply by 1.1 for headshots
  • FireRate = 0.096
AK47 [AK47Fire.uc]

  • 45 base damage/bullet * 1.5 damage bonus * 37 bullets/mag = 2497.5 damage / mag
    • Multiply by 1.1 for headshots
  • FireRate = 0.109
SCAR has a ~12% faster firing rate so yes it still has a higher DPS but over the course of a whole magazine, the AK does out damage the SCAR albeit it does take longer to expend the whole mag.
 
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Commando

  • Reduced the damage for the SCAR
The SCAR was super effective, at taking on Scrakes and Fleshpounds.

i'm sorry sir, but i don't agree with this line.. i use Commando Perk 99% but i try to keep out of this big guys line of sight always (although occasionally an enraged flesh would jump out to come after me ignoring other players right infront of it) and even if i managed to unload a full Scar mag on its face pointblank that is, i only take about 20% off on its health so i almost always die..
 
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I can model it, no problem.

[url]http://www.mostimpressive.nl[/URL]

just need help implementing it in the game with SDK

..............

This stuff is yours? :eek: These skills of yours are worthy of the IS-2 itself. :IS2:

Can you model characters? TWI said something about really good-looking ones can make it into KF. I have a coupla ideas myself. :confused:
 
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Yes its all mine. But the project is a bit on the low low for now, so I got some free time. Once you have a few years of experience in 3dsmax, these things arent that hard to produce. Its just the implementation in SDK that eludes me, and maybe something that I would rather let other people do.

I can deliver a fully animated character. After that someone else has to take over... If people are willing
 
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Its just the implementation in SDK that eludes me, and maybe something that I would rather let other people do.

I can deliver a fully animated character. After that someone else has to take over... If people are willing

I assume you just have to make the model, assign it to the KF rig, write a backstory (a good one that relates to KF) and the voice set you'd want it to use then you hand it to TWI and they put it in-game for you, I guess.
 
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Actually the AK outdamages a SCAR over the full mag.

SCAR [SCARMK17Fire.uc]

  • 57 base damage/bullet * 1.5 damage bonus * 25 bullets/mag = 2137.5 damage / mag
    • Multiply by 1.1 for headshots
  • FireRate = 0.096
Ah my bad, Scar was lower than I thought. Thought it was 55-65.

Although I used the average damage values, not the maximum damage values. So it should have been:
Scar @ 54 = 2025
Ak @ 40 = 2220

Then again I still got it wrong for the Ak and Scar, forgot the commando was 50% extra not 60% xD

But thats just splitting hairs. So essentially Tripwire made the Scar pretty much on par with the Ak... tbh I actually find it even better that you either go for higher DPS of higher damage efficiency. And of course for 1 bulleting the Scar is more efficient. Thats actually alot cleverer than I originally thought :)

Either way, players have been asking for the game to be harder for ages, and as far as the Commando is concerned he is now where he should be. His weaknesses and strengths are pronounced and the class once again requires teamwork to work effectively.

Cheers for the corection dude :)
 
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Ah my bad, Scar was lower than I thought. Thought it was 55-65.

Although I used the average damage values, not the maximum damage values. So it should have been:
Scar @ 54 = 2025
Ak @ 40 = 2220

Then again I still got it wrong for the Ak and Scar, forgot the commando was 50% extra not 60% xD

But thats just splitting hairs. So essentially Tripwire made the Scar pretty much on par with the Ak... tbh I actually find it even better that you either go for higher DPS of higher damage efficiency. And of course for 1 bulleting the Scar is more efficient. Thats actually alot cleverer than I originally thought :)

Either way, players have been asking for the game to be harder for ages, and as far as the Commando is concerned he is now where he should be. His weaknesses and strengths are pronounced and the class once again requires teamwork to work effectively.

Cheers for the corection dude :)

No problem. By the way, KFFire.uc does not randomly select between DamageMin and DamageMax. It always uses DamageMax which is why I didn't bother averaging between the two.

KFFire.DoClientOnlyEffectTrace() [KFFire.uc]
Code:
    if ( Other != None && (Other != Instigator) && Pawn(Other) != none && Pawn(Other).bTearOff )
    {
        Other.TakeDamage(DamageMax, Instigator, HitLocation, Momentum*X, DamageType);
    }
KFFire.DoTrace() [KFFire.uc]
Code:
            if ( HitPawn != none )
            {
                 // Hit detection debugging
                 /*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName);
                 HitPawn.HitStart = Start;
                 HitPawn.HitEnd = End;*/
                 if(!HitPawn.bDeleteMe)
                     HitPawn.ProcessLocationalDamage(DamageMax, Instigator, HitLocation, Momentum*X,DamageType,HitPoints);

                 // Hit detection debugging
                 /*if( Level.NetMode == NM_Standalone)
                       HitPawn.DrawBoneLocation();*/
            }
            else
            {
                Other.TakeDamage(DamageMax, Instigator, HitLocation, Momentum*X,DamageType);
            }
Only melee weapons have a bit of random damage added to them.
KFMeleeFire.Timer() [KFMeleeFire.uc]
Code:
MyDamage = damageConst + Rand(MaxAdditionalDamage)
 
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You can add the Mk23 pistol then, itsmade by a member of this forum :)

Yeah I was even kinda expecting to see this weapon in the previous update. Still hoping it to be added.

Back on topic. Many of you know that we announced we were working on something big. This new game type was that something. Various members of the community have over time found supporting material that was for this mode (such as a unused weapon/device and some left over code that didn't get properly removed). I am sad to say that this game type is also no more.

THANKS for clarifying. Things might have gone a lot better if you guys would've told that in the very beginning :p. Or maybe not.

This is exactly why I and many others were so puzzled about this update in the beginning, you guys basically promised something dramatic and turned out there was really nothing so special apart from the new weapon.

But there it is, any explanation we needed. Now Im happy again. :)
 
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I would like to thank yoshi for the response and in particular for filling us in on the cancellation of the 'something big' hint from a while back. I'm not really disappointed since I don't know exactly what we were missing out on, but at least I know not to keep waiting for it. Seriously guys, not many studios out there would bother to fill you in on these kinds of decisions.

I personally haven't gone through whatever rant threads came out since the patch, all I know is, there will always be whiners, and they have the loudest, most annoying voice. Since playing the game since the patch, this is all I hear in game:
'whoa LAW hack'
'mac10 is the best'
'stop stealing my kills with the LAW!'

and no complaints about SS or Commando nerfs.
On top of that I haven't seen the Australian servers I play on having so many people on them all year. I congratulate TWI on another great patch and quality game content and DLC.
 
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