My little "rant" about the update here:
--------------------UPDATED GUN STATS + COMPARISONS---------------------------------------
ALL TESTS CONDUCTED WITH LEVEL 6 PERKS ON TESTMAP6P or TESTMAP6P_FIRINGRANGE on HELL ON EARTH difficulty(unless otherwise noted)
Again, all damage values are for Hell On Earth difficulty, 6 man.
These might not be the MOST accurate numbers, but these are the numbers I got from my own tests. Refer to the KF Wiki if you want another source of information since information there is taken from the KF SDK.
MK23
I have did a whole morning of research on testmap. Here are my findings for this gun. The power level of the Tier 2 pistols goes from Handcannon being the strongest, to the 44 Magnum, and at last the MK23. Yes I was shocked too, but I went into testmap and did some penetration tests and decap tests. I will list a few of those tests performed
The MK23 has a ROF that rivals that of the 9MM. But the Magnum still beats it, being able to empty its 6 chambers in less than a second.
KSG-1
As per trader menu, it DOES in fact have same damage as pump shotgun and combat shotgun. I went to test on a Husk. It takes 2 shells from all 3 shotguns to decap a husk at about 2M. I also had a friend that went off perk to confirm this (hi chimiblino 8D ) . He demonstrated to me that it takes 4 shotgun body shots (offperk) to kill a siren with the pump. Then he showed me again with the KSG-1 and it also took 4 shots. The conclusion is the damage is the same. However, I also had the liberty of testing all the shotguns and their spread patterns too.
Here is a comparison of the shotgun spread from a decent range. Spread setting on KSG is set to "Tight"
KSG:
AA12:
and Combat / Shotgun
Also, here are the spread patterns up close, for pump/ combat and KSG-1 up close, with KSG on "Wide"
KSG
Pump/Combat
As you can see, the wide setting of the KSG-1 spreads much more up close than a regular shotgun or combat shotgun
Now, I also noted the rate of fire for each of the shotguns, and that is for their full gun capacity.
FN-FAL
Believe it or not, the FN FAL has same damage as SCAR. Here are my test results again with a friend ( thanks chimiblino. ) NO PENETRATION ANYMORE - that is right folks. The FN FAL doesn't penetrate ZEDs anymore. I assure you.
I also did the recoil tests for the guns. The starting point is the boundary between the the white portion of wall and the brown portion as shown here:
Here is where the FAL ended up:
Here is where the SCAR ended up:
So, we know that the FAL has significantly less recoil with a higher rate of fire.
M7A3M
I did a quick check on this since this isn't as one of the highly debatable weapons added. I did a quick comparison to other medic guns and here are my findings.
MP5 and MP7 both have a total of 400 round capacity. The M7A3M only has 300 bullets total. The M7A3M has more power than both of them, and nears the firepower of an Handcannon. However, the ROF of the guns goes from MP7 to being the fastest and most recoil, to the MP5 for medium ROF and recoil, to the M7A3M with the slowest rate of fire and noticeable recoil.
Here is the MP7 recoil (Keep in mind its 30 rounds only when comparing to the MP5's 64 rounds)
Here is the MP5 recoil
and the M7A3 recoil (although it seems high, it is easy to correct because of the low rate of fire)
M99
Okay, This gun here. Still OP. No doubt about it. In tests, it can kill 3 6 man HoE Scrakes, 1 bullet. With those 25 bullets, assuming you're killing SCs only, that can amount to killing 75 scrakes, that is how much firepower the thing has. I know it is unrealistic that you can kill 75 scrakes, but it is to show the firepower of the thing. Also, body shots, ANY PERK, STUNS.
For Fleshpounds, similar results. With 2 bullets, you kill 2 fleshies. Unrealistically, that amounts to 25 fleshpounds killed.
In comparison to the crossbow, it takes 3 bolts + 1 HC shot to decap. Lets ignore the HC factor for now and say a team mate does that. 3 bolts per FP, 36 bolts. That only amounts to 12 FPs. This means that the M99 has twice the firepower of the crossbow.
If you played sharp, then you should know that the first headshot does less damage than the second. So I took down both numbers.
M99: 1st headshot; 2078 . 2nd headshot; 6342
Crossbow: 1st 3 bolts: 1005. 4th bolt:3088
M99 Body shot: 385
Crossbow Body shot: 150
-Scrakes
M99: 1 shot = 1 kill ; dmg: 17864
Crossbow: 1st bolt: 1440, 2nd bolt: 5004
M99 body shot: 770
Crossbow body shot: 300
It does seem to appear that the M99 is at least TWICE as strong as the crossbow.
Crossbow
Same verdict as before. You can easily recover from missed shots. Too easy to use. Nothing needs to be said. See above for damage comparisons with the M99.
----------------------------------------
In the end, I was surprised at my findings. Especially the MK23, FN FAL and KSG and their damages. I'd thought they were still like in the IJC pack, overpowered and hated. Now upon seeing them, I think they have been balanced MUCH better than in the IJC pack. I mean, adding them to the game wasn't REALLY a good move, but it adds to experience to the game. In the end, its all personal choice. If you don't like the guns then don't use them. Simple as that.
You ask me what I'm going to do? Well, let me tell you. I'm going to ditch the crossbow, that's for starts. Gonna practice my M14 and LAR combo. Then I MIGHT consider using the MK23, but the ammo pool is ridiculously high. The FN FAL, i might openly switch with the SCAR. The M99, do not want. M7A3M, might come in handy with extra firepower but burden with weight. That is all for now.
and once again if you read through all my writing, I thank you for putting up with me. 8)
----------------------------------- Misc Update List------------------------------------
Here are the other subtle updates/bugs I found: Here are the other subtle updates/bugs I found:
7/9/2012 Clot shooting range added to KF_Abusementpark.rom
Auto Hunting Shotgun Fixed. No more "lenny-cannons" anymore. 8)
Dual HC / Dual 44 Mag "money-farm" method fixed.
Low FP and SC spawn count for KF-Hellride
44 Magnum (single) actually weighs 2 blocks now
MK23 trader bug - happened to me on one occasion (You buy a single MK23, fill it up, and then you try to buy a second one, and the 2nd one doesn't buy)
Dualies Ammo Bug is fixed. Ammo is now spread out evenly between the dual pistols when dropped. (except you lose a mag of ammo)
Dualies Accuracy Bug not fixed. (1 gun of the dualies [any] is off center when fired when facing a certain direction)
M99 Testmap penetration bug; Credits to Kami ( shoot FP twice, spawn another one , and that FP will spawn raged )
Hunting Shotgun "3rd Shell" bug not fixed. Credits to Scary Ghost
---------------------------------
-EgreSS+ , National Coalition of Bananas
Spoiler!
Wall of text incoming. No need to read if you don't feel like it. Now, I have NOTHING against anyone at TWI or am I trying to make an attack against TWI. Killing Floor had been such a great game, and I have been playing it for over 3+ years.
I play mostly Hell On Earth difficulty since everything else has become too easy since I hit level 5 and 6 + . I'm not the best HoE player out there, and everyone who plays with me knows that. My concern(s) here today are about the update.
Now, let me start from a time, in the way distant past, when the Demolitions perk did not exist. At that time, there was really no advanced player community for Killing Floor. Most people were still around level 5 or so, and played a variety of difficulties, and KF was an easy game. With the addition of the demolitions perk, it added a whole new dimension into the game. I liked that. 8D
Now, the advanced player community didn't really come about until about the time when the SCAR was nerfed and the Crossbow capacity was dropped from 40 to 36 and came only with 12 bolts instead of full. That was about the time when people got tired of playing suicidal and wanted a better difficulty. Me included. Then along came HoE. I also liked that. 8D
Now somewhere along the road, the MAC-10 was added, gave the firebug a good weapon to fall back on and also add to perk progress. That was a plus since FBs didn't have to rely on off perk weapons. I liked that too. 8D
Then out of the blue, for 2011 Christmas, new hordes of weapons were released. Lets take a look at them shall we?
- 44 Magnum, Less penetration power than Handcannon, Higher recoil, and less ammo capacity per "clip", but compensates by a bigger ammo pool and higher rate of fire. BALANCED
- MP5M, Less Magazines, lower rate of fire, but compensates with bigger magazine capacity, slightly faster syringe recharge, lower recoil. Allows Medics to do twice the healing without pulling out syringe. BALANCED (somewhat)
-Husk Cannon, Chargable shots, a big step up in damage done per shot in comparison to the Flamer, adds a whole new dimension to the firebug perk but stays BALANCED
-Combat Shotgun, Same Damage as Pump Shotgun, and has an impressive rate of fire, but is BALANCED by the slower reload and lower ammo cap in the gum.
-M4 / M4 203, The M4 has power in between the Bullpup and AK, and makes up the lack of power with the stupid fast rate of fire and increased ammo pool. But it is BALANCED with massive recoil and lower damage per bullet. The M4 203 also gave the Demo a decent CQB weapon, while still being able to use nades. It is not overloaded by providing 12 nades instead of the 24 in the M79. This is made up by the M4 doing the trash killing instead of nades. I feel this is balanced also.
Now you have read this far, I am impressed you have put up with my writing. Now you're asking where I am headed with this? I am talking about the new IJC integration into KF. Note, I am not trying to attack TWI for doing this, I'm just placing my views out there, and I'm sure someone is bound to agree with me too. But there can also be disagreement and I'm open to both views and I hope everyone is too.
My view on the update is that it is a smart move for TWI to cater to the less advanced players, allowing them access to more powerful weapons to dish out more damage. It is also a good marketing move to attract new players and to show that the game still has support.
But, for players in the advanced community, these weapons are devastating in modifying game play. It makes the game maybe a little too easy and loses its appeal in replayability (not sure that's a word).
Lets start shall we?
-Crossbow. It has been given reload bonuses to Sharpshooters. A level 6 sharpshooter basically has an auto bow. What more do I need to say about this? Makes killing Fleshpounds a breeze, and anyone who has a bow can be a good sharp now. Bows used to take skill, timing, etc.
and of course the IJC Weapons pack which I shall break down
These are my initial thoughts about the weapons without testing, for updated results, please scroll down.
-MK23, 2 blocks instead of the usual 4, 4 blocks for duals. Has a high ammo pool, but dishes out more damage than the Magnum, has twice ammo cap as Magnum, and more ammo per mag than the Magnum and Handcannon. Recoil is also quite low. I'm not sure on the exact values of damage, but I can update that later after I go on a testmap and after servers update. This isn't as BAD as it was in the IJC pack, where it had virtually no recoil, but this gun will phase out probably both the Handcannon and Magnum and will make carrying extra ammo off-perk much easier since it is lighter.
-KSG-1, 6 blocks vs the reg shotgun at 8 blocks, and AA12 at 10 blocks. The power and penetration on this thing is stupid. By stupid I mean amazing. You know the long hallway in Bedlam by spawn? The pellets can reach from one end to the other and hit everything in between. Who else will use the regular shotguns now? Not to mention the 12 shell capacity... and single magazine reload.
-M99, .50cal. in a 6 man HoE, Kills Fleshpounds with 2 shots. It also kills 2 fleshpounds that are lined up in 2 shots. Can also kill multiple scrakes in 1 shot in 6 man HoE. 25 shots, and only 9MM sidearm. 25 shots is an awful lot. That is enough for 25+ scrakes, and more than enough for the usual 6 FPs that spawn on a wave 10 full house game of HoE.
-M7A3 Medic Rifle, a LOT of power for this thing. But it does make it up with the extra cost and 6 weight block. No complaints here I suppose? Good day.
-FN FAL, now this was probably how the SCAR was almost before it was nerfed. I guess this makes up for it? But when its SCAR and FN-FAL, its bad day for them zeds. FN FAL has lower recoil than SCAR and M4, but has more power.
Now, you probably get the point now. I am complaining about the balanced weps, blah blah blah. Yes, but I am also trying to say that TWI has created a pretty good game and has a lot of community support. It is just that this update sort of defeated the purpose of the past updates that are so much balanced the game and made it fun and challenging.
For example, the M99 defeats the purpose of the crossbow nerfing and the added FP headshot resistance.
The FN FAL defeats the purpose of nerfing the SCAR in the first place.
The crossbow reload fix changes the way sharpshooters play and now anyone can kill scrakes and fleshpounds with easy as sharp.
Anyways, I'm going to wrap it up. Great game TWI, I love you guys. But this update has me a bit confused, but maybe its all part of the grand plan you have for us. And If you read my entire post, I am impressed. Have a cookie? 8D
I play mostly Hell On Earth difficulty since everything else has become too easy since I hit level 5 and 6 + . I'm not the best HoE player out there, and everyone who plays with me knows that. My concern(s) here today are about the update.
Now, let me start from a time, in the way distant past, when the Demolitions perk did not exist. At that time, there was really no advanced player community for Killing Floor. Most people were still around level 5 or so, and played a variety of difficulties, and KF was an easy game. With the addition of the demolitions perk, it added a whole new dimension into the game. I liked that. 8D
Now, the advanced player community didn't really come about until about the time when the SCAR was nerfed and the Crossbow capacity was dropped from 40 to 36 and came only with 12 bolts instead of full. That was about the time when people got tired of playing suicidal and wanted a better difficulty. Me included. Then along came HoE. I also liked that. 8D
Now somewhere along the road, the MAC-10 was added, gave the firebug a good weapon to fall back on and also add to perk progress. That was a plus since FBs didn't have to rely on off perk weapons. I liked that too. 8D
Then out of the blue, for 2011 Christmas, new hordes of weapons were released. Lets take a look at them shall we?
- 44 Magnum, Less penetration power than Handcannon, Higher recoil, and less ammo capacity per "clip", but compensates by a bigger ammo pool and higher rate of fire. BALANCED
- MP5M, Less Magazines, lower rate of fire, but compensates with bigger magazine capacity, slightly faster syringe recharge, lower recoil. Allows Medics to do twice the healing without pulling out syringe. BALANCED (somewhat)
-Husk Cannon, Chargable shots, a big step up in damage done per shot in comparison to the Flamer, adds a whole new dimension to the firebug perk but stays BALANCED
-Combat Shotgun, Same Damage as Pump Shotgun, and has an impressive rate of fire, but is BALANCED by the slower reload and lower ammo cap in the gum.
-M4 / M4 203, The M4 has power in between the Bullpup and AK, and makes up the lack of power with the stupid fast rate of fire and increased ammo pool. But it is BALANCED with massive recoil and lower damage per bullet. The M4 203 also gave the Demo a decent CQB weapon, while still being able to use nades. It is not overloaded by providing 12 nades instead of the 24 in the M79. This is made up by the M4 doing the trash killing instead of nades. I feel this is balanced also.
Now you have read this far, I am impressed you have put up with my writing. Now you're asking where I am headed with this? I am talking about the new IJC integration into KF. Note, I am not trying to attack TWI for doing this, I'm just placing my views out there, and I'm sure someone is bound to agree with me too. But there can also be disagreement and I'm open to both views and I hope everyone is too.
My view on the update is that it is a smart move for TWI to cater to the less advanced players, allowing them access to more powerful weapons to dish out more damage. It is also a good marketing move to attract new players and to show that the game still has support.
But, for players in the advanced community, these weapons are devastating in modifying game play. It makes the game maybe a little too easy and loses its appeal in replayability (not sure that's a word).
Lets start shall we?
-Crossbow. It has been given reload bonuses to Sharpshooters. A level 6 sharpshooter basically has an auto bow. What more do I need to say about this? Makes killing Fleshpounds a breeze, and anyone who has a bow can be a good sharp now. Bows used to take skill, timing, etc.
and of course the IJC Weapons pack which I shall break down
These are my initial thoughts about the weapons without testing, for updated results, please scroll down.
-MK23, 2 blocks instead of the usual 4, 4 blocks for duals. Has a high ammo pool, but dishes out more damage than the Magnum, has twice ammo cap as Magnum, and more ammo per mag than the Magnum and Handcannon. Recoil is also quite low. I'm not sure on the exact values of damage, but I can update that later after I go on a testmap and after servers update. This isn't as BAD as it was in the IJC pack, where it had virtually no recoil, but this gun will phase out probably both the Handcannon and Magnum and will make carrying extra ammo off-perk much easier since it is lighter.
-KSG-1, 6 blocks vs the reg shotgun at 8 blocks, and AA12 at 10 blocks. The power and penetration on this thing is stupid. By stupid I mean amazing. You know the long hallway in Bedlam by spawn? The pellets can reach from one end to the other and hit everything in between. Who else will use the regular shotguns now? Not to mention the 12 shell capacity... and single magazine reload.
-M99, .50cal. in a 6 man HoE, Kills Fleshpounds with 2 shots. It also kills 2 fleshpounds that are lined up in 2 shots. Can also kill multiple scrakes in 1 shot in 6 man HoE. 25 shots, and only 9MM sidearm. 25 shots is an awful lot. That is enough for 25+ scrakes, and more than enough for the usual 6 FPs that spawn on a wave 10 full house game of HoE.
-M7A3 Medic Rifle, a LOT of power for this thing. But it does make it up with the extra cost and 6 weight block. No complaints here I suppose? Good day.
-FN FAL, now this was probably how the SCAR was almost before it was nerfed. I guess this makes up for it? But when its SCAR and FN-FAL, its bad day for them zeds. FN FAL has lower recoil than SCAR and M4, but has more power.
Now, you probably get the point now. I am complaining about the balanced weps, blah blah blah. Yes, but I am also trying to say that TWI has created a pretty good game and has a lot of community support. It is just that this update sort of defeated the purpose of the past updates that are so much balanced the game and made it fun and challenging.
For example, the M99 defeats the purpose of the crossbow nerfing and the added FP headshot resistance.
The FN FAL defeats the purpose of nerfing the SCAR in the first place.
The crossbow reload fix changes the way sharpshooters play and now anyone can kill scrakes and fleshpounds with easy as sharp.
Anyways, I'm going to wrap it up. Great game TWI, I love you guys. But this update has me a bit confused, but maybe its all part of the grand plan you have for us. And If you read my entire post, I am impressed. Have a cookie? 8D
--------------------UPDATED GUN STATS + COMPARISONS---------------------------------------
ALL TESTS CONDUCTED WITH LEVEL 6 PERKS ON TESTMAP6P or TESTMAP6P_FIRINGRANGE on HELL ON EARTH difficulty(unless otherwise noted)
Again, all damage values are for Hell On Earth difficulty, 6 man.
These might not be the MOST accurate numbers, but these are the numbers I got from my own tests. Refer to the KF Wiki if you want another source of information since information there is taken from the KF SDK.
MK23
I have did a whole morning of research on testmap. Here are my findings for this gun. The power level of the Tier 2 pistols goes from Handcannon being the strongest, to the 44 Magnum, and at last the MK23. Yes I was shocked too, but I went into testmap and did some penetration tests and decap tests. I will list a few of those tests performed
- Husk - As level 6 Sharpshooter, 6 Man Hell on Earth. Handcannon and Magnum takes 2 shots to decap. While the MK23 takes 3 shots to decap.
- Siren - see above, same thing.
- Clot/Trash Penetration Test - Handcannon kills 3 clots, and can damage the 4th clot, but not decap. Both Magnum and MK23 can kill 3 clots only, but no exit bullet for the 4th.
- Rate of Fire and Reload Speeds ( ALL PISTOLS ) Values are averages
- 9mm; Empty Mag in 2.6 seconds (5.77 bullets per sec) . Unperked reload at 2 seconds. Level 6 Sharp reload at 1.3 seconds
- Handcannon; Empty Mag in 1.9 seconds ( 4.21 bullets per second). Unperked reload at 2.2 seconds, Level 6 sharp reload at 1.4 seconds
- .44 Magnum; Empty cylinder in 0.8 seconds ( 7.5 bullets per second). Unperked reload is 2.4 seconds, perked at 1.6 seconds
- MK23; Empty mag in 2.2 seconds (5.45 bullets per second) Unperked reload at 2.4 seconds, perked at 1.7 seconds
The MK23 has a ROF that rivals that of the 9MM. But the Magnum still beats it, being able to empty its 6 chambers in less than a second.
- Damage Values for all Pistols (Level 6 Sharp) for SC Husk and Siren
- 9mm HS: 53
- .44 Mag HS: 276
- HC HS: 302
- MK23 HS: 216
- Damage Per Second (Lvl 6 sharp, assuming all headshots)
- 9MM: 305.01
- .44 Mag: 2070 (assuming firing at 7.5 bullets / s ) But if to empty all 6 cylinders in 1 second, DPS would be: 1656
- HC:1271.42
- MK23:1177.2
KSG-1
As per trader menu, it DOES in fact have same damage as pump shotgun and combat shotgun. I went to test on a Husk. It takes 2 shells from all 3 shotguns to decap a husk at about 2M. I also had a friend that went off perk to confirm this (hi chimiblino 8D ) . He demonstrated to me that it takes 4 shotgun body shots (offperk) to kill a siren with the pump. Then he showed me again with the KSG-1 and it also took 4 shots. The conclusion is the damage is the same. However, I also had the liberty of testing all the shotguns and their spread patterns too.
- Shotgun Comparisons, ROF and Spread, Ammo Capacity
Here is a comparison of the shotgun spread from a decent range. Spread setting on KSG is set to "Tight"
KSG:
Spoiler!
AA12:
Spoiler!
and Combat / Shotgun
Spoiler!
Also, here are the spread patterns up close, for pump/ combat and KSG-1 up close, with KSG on "Wide"
KSG
Spoiler!
Pump/Combat
Spoiler!
As you can see, the wide setting of the KSG-1 spreads much more up close than a regular shotgun or combat shotgun
Now, I also noted the rate of fire for each of the shotguns, and that is for their full gun capacity.
- KSG-1, 12 shells, comes in at avg of 8.7 seconds = 1.37 shells per second
- Pump Shotgun, 8 shells, avg in 6.6 seconds = 1.21 shells per second
- Combat Shotgun, 6 shells, avg in 1.5 seconds = 4 shells per second
- AA12, 20 shells, avg in 3.6 seconds = 5.55 shells per second
- Damages (SC, Husk, Siren Headshot as level 6 support) UNSURE. NEEDS CONFIRMATION
- Pump / Combat: 427
- HSG-1: (Max I could possibly get out) 396
- AA12: 260
- DPS (can change if my damage values are wrong)
- Pump: 516.67
- Combat: 1708
- KSG-1:542.52
- AA12: 1443
FN-FAL
Believe it or not, the FN FAL has same damage as SCAR. Here are my test results again with a friend ( thanks chimiblino. ) NO PENETRATION ANYMORE - that is right folks. The FN FAL doesn't penetrate ZEDs anymore. I assure you.
- Gorefast - 6 Man HoE, with SCAR it takes 1 headshot to decap, and 2 body shots to completely kill it. Same with the FAL. 1 HS, 2 BOD
- Husk - 6 Man HoE, SCAR : 4 to decap, 3 to kill FAL: 4 to decap, 3 to kill
- Rate of Fire, Reload Speed (avg'd values)
- SCAR; Empties mag in 2.2 seconds. Reloads in 2.2 seconds as level 6 commando, reloads in 3 seconds off perk.
- FN FAL; Empties mag in 1.8 seconds. Reloads in 2.6 seconds as level 6 commando. Reloads in 3.5 seconds off perk.
- Damages (Headshots for SC, Husk, Siren as level 6 commando)
- FAL: 106
- SCAR: 106
- DPS
- FAL:1472 (assuming all headshots)
- SCAR:1204.55 (assuming all headshots)
I also did the recoil tests for the guns. The starting point is the boundary between the the white portion of wall and the brown portion as shown here:
Spoiler!
Here is where the FAL ended up:
Spoiler!
Here is where the SCAR ended up:
Spoiler!
So, we know that the FAL has significantly less recoil with a higher rate of fire.
M7A3M
I did a quick check on this since this isn't as one of the highly debatable weapons added. I did a quick comparison to other medic guns and here are my findings.
MP5 and MP7 both have a total of 400 round capacity. The M7A3M only has 300 bullets total. The M7A3M has more power than both of them, and nears the firepower of an Handcannon. However, the ROF of the guns goes from MP7 to being the fastest and most recoil, to the MP5 for medium ROF and recoil, to the M7A3M with the slowest rate of fire and noticeable recoil.
- Medic Gun Damages
- MP5: 33 for headshot
- MP7: 27 for headshot
- M7A3: 77 for headshot
- Rate of Fire ( as level 6 Medic)
- MP5 mag empty: 4.4 seconds
- MP7 mag empty: 2.3 seconds
- M7A3 mag empty: 4.6 seconds
- DPS (assuming all headshots)
- MP5: 480
- MP7: 469.56
- M7A3: 502.17
Spoiler!
Here is the MP7 recoil (Keep in mind its 30 rounds only when comparing to the MP5's 64 rounds)
Spoiler!
Here is the MP5 recoil
Spoiler!
and the M7A3 recoil (although it seems high, it is easy to correct because of the low rate of fire)
Spoiler!
M99
Okay, This gun here. Still OP. No doubt about it. In tests, it can kill 3 6 man HoE Scrakes, 1 bullet. With those 25 bullets, assuming you're killing SCs only, that can amount to killing 75 scrakes, that is how much firepower the thing has. I know it is unrealistic that you can kill 75 scrakes, but it is to show the firepower of the thing. Also, body shots, ANY PERK, STUNS.
For Fleshpounds, similar results. With 2 bullets, you kill 2 fleshies. Unrealistically, that amounts to 25 fleshpounds killed.
In comparison to the crossbow, it takes 3 bolts + 1 HC shot to decap. Lets ignore the HC factor for now and say a team mate does that. 3 bolts per FP, 36 bolts. That only amounts to 12 FPs. This means that the M99 has twice the firepower of the crossbow.
- Damages of the M99 v Crossbow (as level 6 sharp)
If you played sharp, then you should know that the first headshot does less damage than the second. So I took down both numbers.
M99: 1st headshot; 2078 . 2nd headshot; 6342
Crossbow: 1st 3 bolts: 1005. 4th bolt:3088
M99 Body shot: 385
Crossbow Body shot: 150
-Scrakes
M99: 1 shot = 1 kill ; dmg: 17864
Crossbow: 1st bolt: 1440, 2nd bolt: 5004
M99 body shot: 770
Crossbow body shot: 300
It does seem to appear that the M99 is at least TWICE as strong as the crossbow.
- ROF (I listed the fastest possible speed)
- M99: 1.9 seconds for 2 bullets (FP Kill)
- Crossbow: 3.4 seconds for 4 bolts (FP Kill)
Actual times might vary slightly if you have different timings for the animation hitbox.
Crossbow
Same verdict as before. You can easily recover from missed shots. Too easy to use. Nothing needs to be said. See above for damage comparisons with the M99.
----------------------------------------
In the end, I was surprised at my findings. Especially the MK23, FN FAL and KSG and their damages. I'd thought they were still like in the IJC pack, overpowered and hated. Now upon seeing them, I think they have been balanced MUCH better than in the IJC pack. I mean, adding them to the game wasn't REALLY a good move, but it adds to experience to the game. In the end, its all personal choice. If you don't like the guns then don't use them. Simple as that.
You ask me what I'm going to do? Well, let me tell you. I'm going to ditch the crossbow, that's for starts. Gonna practice my M14 and LAR combo. Then I MIGHT consider using the MK23, but the ammo pool is ridiculously high. The FN FAL, i might openly switch with the SCAR. The M99, do not want. M7A3M, might come in handy with extra firepower but burden with weight. That is all for now.
and once again if you read through all my writing, I thank you for putting up with me. 8)
----------------------------------- Misc Update List------------------------------------
Here are the other subtle updates/bugs I found: Here are the other subtle updates/bugs I found:
7/9/2012 Clot shooting range added to KF_Abusementpark.rom
Auto Hunting Shotgun Fixed. No more "lenny-cannons" anymore. 8)
Dual HC / Dual 44 Mag "money-farm" method fixed.
Low FP and SC spawn count for KF-Hellride
44 Magnum (single) actually weighs 2 blocks now
MK23 trader bug - happened to me on one occasion (You buy a single MK23, fill it up, and then you try to buy a second one, and the 2nd one doesn't buy)
Dualies Ammo Bug is fixed. Ammo is now spread out evenly between the dual pistols when dropped. (except you lose a mag of ammo)
Dualies Accuracy Bug not fixed. (1 gun of the dualies [any] is off center when fired when facing a certain direction)
M99 Testmap penetration bug; Credits to Kami ( shoot FP twice, spawn another one , and that FP will spawn raged )
Hunting Shotgun "3rd Shell" bug not fixed. Credits to Scary Ghost
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-EgreSS+ , National Coalition of Bananas
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