2.25 fails

Discussion in 'Game Play' started by Nickierv, Apr 14, 2010.

  1. Nickierv

    Nickierv Member

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    at having a change log for weapons/armor...:rolleyes:

    Vehicle weapons can now be selected by type. The rpg is a bit wackey
    Vehicle weapons are updated on the wiki, armor will be updated as soon as I check on a few things.
    Of note
    Bio mg: damage from 4 to 6, bio time from 20 to 15
    Both DUMG now have explosion Radius 50 and explosion Force 30

    Cannons
    Istd is gone
    ER: damage from 95 to 70, reload from 2.0 to 1.5
    HE: damage from 95 to 75
    Plasma:
    damage from 90 to 30, heat to target from 17 to 20, speed from 3100 to 2700, gravity from 0.4 to 0.425, reload from 2.0 to 1.5, explosion radius from 100 to 300

    ML
    Guided: turning from 0.06 to 1.8
    Upgraded guided: turning from 0.08 to 2.4
    Homing: Lock on time from 0.5 to 1.0, Lock on modifier from .000805 to .000300, turning from 0.2 to 6
    Upgraded homing: Lock on modifier from .000805 to .000300, turning from 0.4 to 12
    Homing salvo: Lock on modifier from .000935 to .000400, turning from 0.2 to 6

    Armor summery: all armor lost 15 hp, CV armor got a buff, see wiki for the rest of the changes.

    On a more serous note, good work with 2.25. The missile buffs will get rid of the "still waiting for lock as I lose all my armor" that plagued NF in previous versions. I'm willing to bet that BE will still be in physics 80% of the time until 2.26.
     
    Last edited: Apr 14, 2010
  2. pickled_heretic

    pickled_heretic Member

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    lol they didn't fix plasma cannon?

    well that's going to be the first thing i'm going to change.

    also, if you paid attention nick, those weren't buffs to the homing missiles, they were nerfs. god knows why they decided to nerf homing. the turning speed is not going to be changed from 2.24 because a coefficient was changed somewhere else in the code so those numbers are not going to be an increase in turning speed. everything else was just a flat out decrease which I reported as a problem in the bug tracker.... but nobody listens to me. that's why i'm going to do everything myself again.

    i'm accumulating a list of things i'm going to change right now. i'll release a quick fix to the server owners possibly before the weekend dealing only with the serious issues, and then in a few weeks i'll have another pack that should bring everything back into balance (or at least close).
     
  3. [lodw]keef

    [lodw]keef Hobbit

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    Plasma shouldn't be at 30 anymore it was changed. 2.25 wasn't really focused on scripts and balance. It's more or less the same as 2.24. This was more of a finish out patch of gone members, the next patch will represent more of a patch of the current development team.
     
  4. Killing Machine

    Killing Machine Member

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    wow fuck that really you just ruined HE fucking 95 damage was awsome, it was usefull
     
  5. pickled_heretic

    pickled_heretic Member

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    actually, it did 100 damage before 2.25.
     
  6. Trickster

    Trickster Retired Developer

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    Remember kids, armour values were lowered too.
     
  7. -=SIP=-

    -=SIP=- Member

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    Short explanation for the homing values:

    Lock Range Modifier * range to target + lock on time = total lock on time

    With the new values maximum lock on time should be around 3 seconds. In 2.24 it was up to 8 seconds.

    But you will lose the lock as easy as in 2.24. So salvo will be the only useful homing type. Also because the other homings does only as much damage over time like Standard ML.



    Time to do 2000 damage:

    2.24
    Code:
    [COLOR=Red]Std. Canon...[/COLOR]	damage=40	hits =50	cycle=1.4	reloads=1	total=68,20
    [COLOR=Red]IMP Std Canon[/COLOR]	damage=50	hits =40	cycle=1.4	reloads=1	total=54,20
    [COLOR=Red]Ranged Canon.[/COLOR]	damage=95	hits =22	cycle=2.0	reloads=0	total=42,00
    [COLOR=Red]HE Canon.....[/COLOR]	damage=95	hits =22	cycle=2.5	reloads=0	total=52,50
    [COLOR=Red]Plasma Canon.[/COLOR]	damage=90	hits =23	cycle=2.0	reloads=0	total=44,00
    [COLOR=Red]Rail Gun.....[/COLOR]	damage=50	hits =40	cycle=0.8	reloads=0	total=31,20
    [COLOR=Yellow]HE MG........[/COLOR]	damage=15	hits =134	cycle=0.5	reloads=4	total=128,50
    [COLOR=Yellow]DU MG........[/COLOR]	damage=8	hits =250	cycle=0.2	reloads=1	total=55,60
    [COLOR=Yellow]DU HMG.......[/COLOR]	damage=10	hits =200	cycle=0.18	reloads=1	total=43,64
    [COLOR=Green]Standard ML..[/COLOR]	damage=40	hits =50	cycle=1.2	reloads=12	total=80,40
    [COLOR=Green]Upgraded ML..[/COLOR]	damage=75	hits =27	cycle=1.0	reloads=4	total=37,20
    [COLOR=Green]Salvo ML.....[/COLOR]	damage=35	hits =58	cycle=0.0	reloads=14	total=42,00
    [COLOR=Green]HIT Missile..[/COLOR]	damage=200	hits =10	cycle=10.0	reloads=1	total=92,00
    [COLOR=Green]Guided ML....[/COLOR]	damage=70	hits =29	cycle=1.0	reloads=7	total=42,00
    [COLOR=Green]Upg.Guided ML[/COLOR]	damage=75	hits =27	cycle=1.5	reloads=6	total=60,00
    [COLOR=Green]Homing.......[/COLOR]	damage=70	hits =29	cycle=2.0	reloads=4	total=80,00
    [COLOR=Green]Upg. Homing..[/COLOR]	damage=85	hits =24	cycle=3.0	reloads=3	total=87,00
    [COLOR=Green]Salvo Homing.[/COLOR]	damage=40	hits =50	cycle=0.0	reloads=12	total=60,00
    [COLOR=Orange]Small Arty...[/COLOR]	damage=115	hits =18	cycle=1.0	reloads=1	total=20,00
    [COLOR=Orange]Medium Arty..[/COLOR]	damage=140	hits =15	cycle=1.6	reloads=1	total=25,80
    [COLOR=Orange]HE Arty......[/COLOR]	damage=160	hits =13	cycle=2.0	reloads=1	total=29,00
    [COLOR=Orange]Ranged Arty..[/COLOR]	damage=120	hits =17	cycle=2.0	reloads=1	total=35,00
    [COLOR=Gray]GL...........[/COLOR]	damage=80	hits =26	cycle=3.0	reloads=3	total=96,00
    [COLOR=Gray]UGL..........[/COLOR]	damage=110	hits =19	cycle=1.5	reloads=1	total=37,50
    2.25
    Code:
    [COLOR=Red]Std. Canon...[/COLOR]	damage=40	hits =50	cycle=1.4	reloads=1	total=68,20
    [COLOR=Red]Ranged Canon.[/COLOR]	damage=70	hits =29	cycle=1.5	reloads=0	total=42,00
    [COLOR=Red]HE Canon.....[/COLOR]	damage=75	hits =27	cycle=2.5	reloads=1	total=64,50
    [COLOR=Red]Plasma Canon.[/COLOR]	damage=30	hits =67	cycle=1.5	reloads=2	total=100,00
    [COLOR=Red]Rail Gun.....[/COLOR]	damage=50	hits =40	cycle=0.8	reloads=0	total=31,20
    [COLOR=Yellow]HE MG........[/COLOR]	damage=15	hits =134	cycle=0.5	reloads=4	total=128,50
    [COLOR=Yellow]DU MG........[/COLOR]	damage=8	hits =250	cycle=0.2	reloads=1	total=55,60
    [COLOR=Yellow]DU HMG.......[/COLOR]	damage=10	hits =200	cycle=0.18	reloads=1	total=43,64
    [COLOR=Green]Standard ML..[/COLOR]	damage=40	hits =50	cycle=1.2	reloads=12	total=80,40
    [COLOR=Green]Upgraded ML..[/COLOR]	damage=75	hits =27	cycle=1.0	reloads=4	total=37,20
    [COLOR=Green]Salvo ML.....[/COLOR]	damage=35	hits =58	cycle=0.0	reloads=14	total=42,00
    [COLOR=Green]HIT Missile..[/COLOR]	damage=200	hits =10	cycle=10.0	reloads=1	total=92,00
    [COLOR=Green]Guided ML....[/COLOR]	damage=70	hits =29	cycle=1.0	reloads=7	total=42,00
    [COLOR=Green]Upg.Guided ML[/COLOR]	damage=75	hits =27	cycle=1.5	reloads=6	total=60,00
    [COLOR=Green]Homing.......[/COLOR]	damage=70	hits =29	cycle=2.0	reloads=4	total=80,00
    [COLOR=Green]Upg. Homing..[/COLOR]	damage=85	hits =24	cycle=3.0	reloads=3	total=87,00
    [COLOR=Green]Salvo Homing.[/COLOR]	damage=40	hits =50	cycle=0.0	reloads=12	total=60,00
    [COLOR=Orange]Small Arty...[/COLOR]	damage=115	hits =18	cycle=1.0	reloads=1	total=20,00
    [COLOR=Orange]Medium Arty..[/COLOR]	damage=140	hits =15	cycle=1.6	reloads=1	total=25,80
    [COLOR=Orange]HE Arty......[/COLOR]	damage=160	hits =13	cycle=2.0	reloads=1	total=29,00
    [COLOR=Orange]Ranged Arty..[/COLOR]	damage=120	hits =17	cycle=2.0	reloads=1	total=35,00
    [COLOR=Gray]GL...........[/COLOR]	damage=80	hits =26	cycle=3.0	reloads=3	total=96,00
    [COLOR=Gray]UGL..........[/COLOR]	damage=110	hits =19	cycle=1.5	reloads=1	total=37,50
    2.25 sorted by total time
    Code:
    [COLOR="Orange"]Small Arty...[/COLOR]	damage=115	hits =18	cycle=1.0	reloads=1	total=20,00 
    [COLOR="Orange"]Medium Arty..[/COLOR]	damage=140	hits =15	cycle=1.6	reloads=1	total=25,80 
    [COLOR="Orange"]HE Arty......[/COLOR]	damage=160	hits =13	cycle=2.0	reloads=1	total=29,00 
    [COLOR="Red"]Rail Gun.....[/COLOR]	damage=50	hits =40	cycle=0.8	reloads=0	total=31,20 
    [COLOR="Orange"]Ranged Arty..[/COLOR]	damage=120	hits =17	cycle=2.0	reloads=1	total=35,00 
    [COLOR="Green"]Upgraded ML..[/COLOR]	damage=75	hits =27	cycle=1.0	reloads=4	total=37,20 
    [COLOR="Gray"]UGL..........[/COLOR]	damage=110	hits =19	cycle=1.5	reloads=1	total=37,50 
    [COLOR="Green"]Salvo ML.....[/COLOR]	damage=35	hits =58	cycle=0.0	reloads=14	total=42,00 
    [COLOR="Green"]Guided ML....[/COLOR]	damage=70	hits =29	cycle=1.0	reloads=7	total=42,00 
    [COLOR="Red"]Ranged Canon.[/COLOR]	damage=70	hits =29	cycle=1.5	reloads=0	total=42,00 
    [COLOR="Yellow"]DU HMG.......[/COLOR]	damage=10	hits =200	cycle=0.18	reloads=1	total=43,64 
    [COLOR="Yellow"]DU MG........[/COLOR]	damage=8	hits =250	cycle=0.2	reloads=1	total=55,60 
    [COLOR="Green"]Upg.Guided ML[/COLOR]	damage=75	hits =27	cycle=1.5	reloads=6	total=60,00 
    [COLOR="Green"]Salvo Homing.[/COLOR]	damage=40	hits =50	cycle=0.0	reloads=12	total=60,00 
    [COLOR="Red"]HE Canon.....[/COLOR]	damage=75	hits =27	cycle=2.5	reloads=1	total=64,50 
    [COLOR="Red"]Std. Canon...[/COLOR]	damage=40	hits =50	cycle=1.4	reloads=1	total=68,20 
    [COLOR="Green"]Homing.......[/COLOR]	damage=70	hits =29	cycle=2.0	reloads=4	total=80,00 
    [COLOR="Green"]Standard ML..[/COLOR]	damage=40	hits =50	cycle=1.2	reloads=12	total=80,40 
    [COLOR="Green"]Upg. Homing..[/COLOR]	damage=85	hits =24	cycle=3.0	reloads=3	total=87,00 
    [COLOR="Green"]HIT Missile..[/COLOR]	damage=200	hits =10	cycle=10.0	reloads=1	total=92,00 
    [COLOR="Gray"]GL...........[/COLOR]	damage=80	hits =26	cycle=3.0	reloads=3	total=96,00 
    [COLOR="Red"]Plasma Canon.[/COLOR]	damage=30	hits =67	cycle=1.5	reloads=2	total=100,00
    [COLOR="Yellow"]HE MG........[/COLOR]	damage=15	hits =134	cycle=0.5	reloads=4	total=128,50
    If you know a little Java and want to calculate by your own:
    http://www.pfffr.de/TestDamage.class (execute with "java.exe TestDamage")
    http://www.pfffr.de/TestDamage.java (create new .class with "javac.exe TestDamage.java")
     
    Last edited: Apr 15, 2010
  8. Brutos

    Brutos Administrator Staff Member Moderator

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    Also comm armor should be the benchmark.
     
  9. Nickierv

    Nickierv Member

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    I pulled the numbers from the 2.25 release scripts.

    edit: good call on the com armor, now only if it had less hp...
     

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