[2.25] Rifleman weapon balance

Discussion in 'Archive' started by -Mayama-, May 17, 2009.

  1. Trickster

    Trickster Retired Developer

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  2. Dubee

    Dubee Grapehead

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    perfect
     
  3. o_O

    o_O Member

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    I second that picture
     
  4. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    I'd implement leaning just to see people get shot in the face with a mortar when peeking around a corner :D

    EDIT: I won't tho
     
  5. Chris0132'

    Chris0132' Developer

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    Because full auto would have a wider minimum spread and would always fire at least 3 rounds.

    To shoot accurately you switch to single shot. To shoot rapidly you switch to full auto.

    Or of course you could just do it the way I did in my scripts and make it so there is no incentive to tap fire and shoot single shots on guns which shoot full auto.
     
  6. o_O

    o_O Member

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    I don't see the difference, other then an extra button, more crap to balance, and maybe another few lines of code and script.
     
  7. LordDz

    LordDz Capitan Rainbow Flowers

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    Doesn't this just make a simple thing (click on the mouse for as long as you want to shoot) more complicated?
     
  8. Chris0132'

    Chris0132' Developer

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    In a sense, but it adds polish to the game.

    Otherwise it's like combining cannons and missiles into one weapon for tanks, sure it's simpler and they do more or less the same thing and you can bind it to two buttons, but it feels more polished if they're separate. Another comparison is having a gun which is semi automatic but you're expected to mash fire repeatedly to get something resembling a full auto rate of fire. It's not difficult to do (if you didn't have that weird lag bug which stops you doing it) but it feels daft.

    Having a full auto gun which you are going to spend most of your time shooting single shot feels stupid, personally I would have it so that firing in bursts of automatic is preferable because more bullets = cooler but if you must have single shots, at least give them a proper system.

    Imagine playing counterstrike but all the fully auto guns are supposed to be used by tapping fire. It'd suck.
     
  9. -=SIP=-

    -=SIP=- Member

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    All changes of Tricksters script sorted by weapons:
    (yellow=fixes from 26.10.2009)

    *******************RESITS*****************************
    infantry_resists.txt

    "Rifleman"
    "InfantryGrenadeResist"_______"0.3"___-->_"0.2"
    "InfantryMineResist"__________"0.3"___-->_"0.2"
    "InfantryMortarResist"________"0.3"___-->_"0.2"
    "InfantryBulletResist"________"0.24"__-->_"0.15"

    "Grenadier"
    "GeneralPhysicsResist"________"0.0"___-->_"0.3"
    "GeneralChemistryResist_"_____"0.0"___-->_"0.3"
    "GeneralMechanicalResist"_____"0.0"___-->_"0.3"
    "GeneralElectricResist"_______"0.0"___-->_"0.3"
    "GeneralBiologicalResist"_____"0.0"___-->_"0.3"


    *******************PISTOLS****************************
    weapon_emp_imp_pistol1.txt
    "Damage"______________________"17"____-->_"20"
    "Falloff"_____________________"800"___-->_"1200"
    "MinimalDamage"_______________"5"_____-->_"8"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"


    weapon_emp_nf_pistol.txt
    "Damage"______________________"17"____-->_"20"
    "Falloff"_____________________"800"___-->_"1200"
    "MinimalDamage"_______________"5"_____-->_"8"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"


    weapon_emp_imp_pistol2.txt
    "Damage"______________________"12"____-->_"19"
    "CycleTime"___________________"0.0666"-->_"0.05"
    "Falloff"_____________________"300"___-->_"600"
    "BurstShots"__________________________-->_"3"
    "BurstCycleTime"______________________-->_"0.05"

    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "JumpingSpread"_______________"0.03"__-->_"0.025"
    "StandingSpread"______________"0.014"_-->_"0.013"
    "DuckingSpread"_______________"0.012"_-->_"0.011"


    weapon_emp_nf_shot_pistol.txt
    "AccuracyUpgradeModifier"_____"1"_____-->_"0.90"


    ********************SMG*******************************
    weapon_emp_imp_smg1.txt
    "Damage"______________________"17"____-->_"19"
    "Falloff"_____________________"1000"__-->_"1500"
    "StandingSpreadIncrement"_____"0.003"_-->_"0.004"
    "DuckingSpreadIncrement"______"0.002"_-->_"0.003"
    "ProneSpreadIncrement"________"0.002"_-->_"0.002"
    "AccuracyUpgradeModifier"_____"0.88"__-->_"0.90"


    weapon_emp_nf_smg1.txt
    "Damage"______________________"18"____-->_"19"("20")
    "Falloff"_____________________"1000"__-->_"1500"
    "StandingSpreadIncrement"_____"0.0032"-->_"0.004"("0.0042")
    "DuckingSpreadIncrement"______"0.002"_-->_"0.003"
    "AccuracyUpgradeModifier"_____"0.88"__-->_"0.90"


    weapon_emp_imp_smg2.txt
    "Falloff"_____________________"800"___-->_"1400"
    "clip_size"___________________"40"____-->_"35"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "StandingSpreadMax"___________"0.2"___-->_"0.16"
    "DuckingSpreadMax"____________"0.2"___-->_"0.16"
    "ProneSpreadMax"______________"0.2"___-->_"0.16"
    "StandingSpreadDecrement"_____"0.03"__-->_"0.06"
    "DuckingSpreadDecrement"______"0.04"__-->_"0.05"
    "ProneSpreadDecrement"________"0.04"__-->_"0.05"


    weapon_emp_nf_smg2.txt
    "Falloff"_____________________"800"___-->_"1400"
    "clip_size"___________________"40"____-->_"35"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "StandingSpreadMax"___________"0.2"___-->_"0.16"
    "DuckingSpreadMax"____________"0.2"___-->_"0.16"
    "ProneSpreadMax"______________"0.2"___-->_"0.16"
    "StandingSpreadDecrement"_____"0.03"__-->_"0.06"
    "DuckingSpreadDecrement"______"0.04"__-->_"0.05"
    "ProneSpreadDecrement"________"0.04"__-->_"0.05"


    ********************RIFLE*****************************
    weapon_emp_imp_rifle1.txt
    "Damage"______________________"22"____-->_"21"
    "Falloff"_____________________"2000"__-->_"2500"
    "BurstCycleTime"______________"0.32"__-->_"0.4"
    "clip_size"___________________"30"____-->_"24"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "StandingSpread"______________"0.005"_-->_"0.006"
    "DuckingSpread"_______________"0.004"_-->_"0.0047"
    "ProneSpread"_________________"0.004"_-->_"0.0043"
    "JumpingSpreadMax"____________"0.7"___-->_"0.8"
    "StandingSpreadMax"___________"0.1"___-->_"0.13"
    "DuckingSpreadMax"____________"0.04"__-->_"0.05"
    "ProneSpreadMax"______________"0.04"__-->_"0.045"
    "StandingSpreadIncrement"_____"0.0035"-->_"0.003"
    "ProneSpreadIncrement"________"0.002"_-->_"0.0018"
    "IronsightJumpingSpread"______"0.75"__-->_"0.85"
    "IronsightStandingSpread"_____"0.75"__-->_"0.85"
    "IronsightDuckingSpread"______"0.75"__-->_"0.85"
    "IronsightProneSpread"________"0.75"__-->_"0.85"


    weapon_emp_nf_rifle.txt
    "Falloff"_____________________"1900"__-->_"1800"
    "AccuracyUpgradeModifier"_____"0.85"__-->_"0.90"
    "StandingSpread"______________"0.012"_-->_"0.015"
    "DuckingSpread"_______________"0.0082"-->_"0.0088"
    "ProneSpread"_________________"0.0072"-->_"0.0076"
    "StandingSpreadIncrement"_____"0.0038"-->_"0.0039"
    "DuckingSpreadIncrement"______"0.003"_-->_"0.0031"
    "ProneSpreadIncrement"________"0.003"_-->_"0.0031"
    "IronsightJumpingSpread"______"0.75"__-->_"0.85"
    "IronsightStandingSpread"_____"0.75"__-->_"0.85"
    "IronsightDuckingSpread"______"0.75"__-->_"0.85"
    "IronsightProneSpread"________"1.0"___-->_"0.85"
    "IronsightProneKick"__________"0.75"__-->_"0.5"


    weapon_emp_imp_rifle2.txt
    "Falloff"_____________________"2000"__-->_"2300"
    "clip_size"___________________"35"____-->_"40"
    "AccuracyUpgradeModifier"_____"0.85"__-->_"0.90"
    "StandingSpread"______________"0.01"__-->_"0.011"
    "DuckingSpread"_______________"0.008"_-->_"0.0085"
    "ProneSpread"_________________"0.007"_-->_"0.0075"
    "JumpingSpreadModifier"_______"0.5"___-->_"0.6"
    "StandingSpreadModifier"______"0.04"__-->_"0.05"
    "DuckingSpreadModifier"_______"0.03"__-->_"0.04"
    "ProneSpreadModifier"_________"0.02"__-->_"0.03"
    "IronsightJumpingSpread"______"0.75"__-->_"0.85"
    "IronsightStandingSpread"_____"0.75"__-->_"0.85"
    "IronsightDuckingSpread"______"0.75"__-->_"0.85"
    "IronsightProneSpread"________"0.75"__-->_"0.85"
    "IronsightProneKick"__________"0.75"__-->_"0.5"


    weapon_emp_nf_50cal.txt
    "CycleTime"___________________"0.18"__-->_"0.25"
    "Falloff"_____________________"2200"__-->_"2400"
    "clip_size"___________________"15"____-->_"20"
    "StandingSpread"______________"0.008"_-->_"0.01"
    "DuckingSpread"_______________"0.006"_-->_"0.005"
    "ProneSpread"_________________"0.004"_-->_"0.003"
    "JumpingSpreadModifier"_______"0.2"___-->_"0.3"
    "StandingSpreadModifier"______"0.1"___-->_"0.18"
    "StandingSpreadIncrement"_____"0.004"_-->_"0.006"
    "DuckingSpreadIncrement"______"0.002"_-->_"0.004"
    "ProneSpreadIncrement"________"0.001"_-->_"0.002"
    "IronsightJumpingSpread"______"1.0"___-->_"0.85"
    "IronsightStandingSpread"_____"1.0"___-->_"0.85"
    "IronsightDuckingSpread"______"1.0"___-->_"0.85"
    "IronsightProneSpread"________"1.0"___-->_"0.85"
    "IronsightJumpingKick"________"0.7"___-->_"0.5"
    "IronsightStandingKick"_______"0.7"___-->_"0.5"
    "IronsightDuckingKick"________"0.7"___-->_"0.5"
    "IronsightProneKick"__________"0.7"___-->_"0.5"
    "JumpingKick_X_FullSpread_Max""11"____-->_"7"
    "JumpingKick_X_FullSpread_Min""9"_____-->_"5"
    "JumpingKick_X_NoSpread_Max"__"7"_____-->_"3"
    "JumpingKick_X_NoSpread_Min"__"5"_____-->_"1"


    ********************Heavy_MG**************************
    weapon_emp_imp_hmg.txt
    "Falloff"_____________________"1500"__-->_"1000"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"


    weapon_emp_nf_hmg.txt
    "Falloff"_____________________"1500"__-->_"1000"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"


    ********************Sniper_Rifle**********************
    weapon_emp_imp_rifle3.txt
    "Falloff"_____________________"2500"__-->_"5000"
    "MinimalDamage"_______________"15"____-->_"40"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "IronsightJumpingSpread"______"0.75"__-->_"0.5"
    "IronsightStandingSpread"_____"0.75"__-->_"0.5"
    "IronsightDuckingSpread"______"0.75"__-->_"0.5"
    "IronsightProneSpread"________"0.75"__-->_"0.5"


    weapon_emp_nf_scout_rifle.txt
    "Falloff"_____________________"2400"__-->_"5000"
    "MinimalDamage"_______________"15"____-->_"40"
    "AccuracyUpgradeModifier"_____"0.75"__-->_"0.90"
    "IronsightJumpingSpread"______"0.75"__-->_"0.5"
    "IronsightStandingSpread"_____"0.75"__-->_"0.5"
    "IronsightDuckingSpread"______"0.75"__-->_"0.5"
    "IronsightProneSpread"________"0.75"__-->_"0.5"
     
    Last edited: Oct 26, 2009
  10. Trickster

    Trickster Retired Developer

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    http://dl.getdropbox.com/u/1034763/...ster's_infantry_scripts_bugfix_26_10_2009.zip

    There's a slight update. Not sure if SIP's edited it yet, but I forgot to add a minimum damage increase for BE scout rifle.

    I also removed the difference between SMG1 for NF and BE, as it seems pointless for how little it was. So you know, that difference IS in current 2.24d.




    Ok. In short, this is what I did for those scripts. The fix I just put up there doesn't change much, but you don't need the originals because included everything.

    Weapons are balanced with their counterparts. I.e. SMG1/2. NFAR/BECAR/BEAR/NFHR. Etc.

    So Pistol1 is now a viable alternative to Pistol2. For both sides. And Pistol 2 for BE should be balanced vs pistol 2 for NF.

    BECAR is more of a longer ranged weapon, less useful as a close range shotgun, and you also can't carry on bursting and keep your accuracy. It's good for picking off people, but if you try moving and shooting, you stand no chance.

    BEAR and NFAR are relatively alike, with moderate differences. Overall, they're just less useful at longer ranges and more "run and gun" ish.

    NFHR no longer sucks! It's actually a totally useable weapon to counterpart the BECAR. But like BECAR, it'll suck at close range, you won't get much accuracy whilst moving.

    SMG1 is no longer a weapon you can just hold down and shoot and it keeps its accuracy. It will lose it. But it did get a slight damage buff.

    SMG2 is better at close range than it was, and you can just about extend the range if you pick your shots, but it isn't easy. It still has a larger range than it does in 2.24d.

    Scout rifle no longer completely sucks. But I didn't increase the damage. It still won't 1 shot kill, but it'll serve the purpose it's supposed to. I do personally think we should lower the max ammo of it.

    Rifleman resists got a nerf all around, but they shouldn't die to a mortar directly. However, because pistol1 got quite a major buff, many grenadiers in testing (Such as Predator) said that it was perfectly viable to mortar and instantly switching to pistol 1, where you were nearly always landing at least 1 shot with it, finishing them off.



    Finally, a part of the scripts changed in SVN. Max_ammo.txt. As a result I didn't work on this. In it, I can define the amount of ammo you spawn with. If these scripts do get taken on, I'll do that. Chances are it won't change too much from 2.24d. Probably a few more RPGs to spawn with, and less maximum scout rifle rounds.
     
    Last edited: Oct 26, 2009

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