Discussion Point: Scout Shotgun

Discussion in 'Game Play' started by wealthysoup, Apr 5, 2014.

  1. wealthysoup

    wealthysoup Lead Tester

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    Whats the feedback so far? What should be changed?

    Edit: Ok I made a bunch of changes. I also fixed a balls up in the scripts which made the NF shotgun a lot better than BE's


    Code:
    "Damage"			"12"		// damage per bullet     //was 10 in RC3
    	"Bullets"			"10"		// bullets per shoot	//was 8 in RC3
    	"CycleTime"			"1"		// time between shoots
    	"Falloff"			"425"		// distance at which bullet strength has dropped to 85% (damage decreases linearly) //was 400 in 2.5rc3
    	"Falloffbase"			"0.9"		// Falloff Base default 0.85
    	"MinimalDamage"			"7"		// bullet will always deal this amount of damage even after damage decrease  //was 3 in RC3
    	"SemiAutomatic"			"1"
    	"Fire Interrupts Reload"	"1"
    	"Reloads Singly"		"1"
    
    	"Damage Head Modifier"		"1.6"
    	"Damage Chest Modifier"		"1"
    	"Damage Stomach Modifier"	"1"
    	"Damage Left Arm Modifier"	"0.7"
    	"Damage Right Arm Modifier"	"0.7"
    	"Damage Left Leg Modifier"	"0.7"
    	"Damage Right Leg Modifier"	"0.7"
    		
    	// Weapon data is loaded by both the Game and Client DLLs.
    	"printname"			"Shotgun"
    	"viewmodel"			"models/NF/Weapons/v/nf_shotgun/nf_shotgun.mdl"
    	"playermodel"			"models/NF/Weapons/w/nf_shotgun/nf_shotgun.mdl"
    	
    	"anim_prefix"			"shotgun"
    	"bucket"			"1"
    	"bucket_position"		"0"
    
    	"clip_size"			"6"
    	"clip2_size"			"-1"
    	
    	"primary_ammo"			"AMMO_SHOTGUNBUCKSHOT"
    	"secondary_ammo"		"AMMO_MELEE"
    
    	"weight"			"8"
    	"item_flags"			"0"
    
    	"BuiltRightHanded"		"0"
    	"AllowFlipping"			"1" 
    
    	"MeleeWeapon"			"1"
    	"MeleeDamage"			"75"	// damage per melee hit
    	"MeleeCycleTime"		"1"	// time between melee attacks
    
    	//Accuracy Upgrade Modifier. Default is 0.75. The lower the better.
    	"AccuracyUpgradeModifier"	"0.90"
    //Weapon Spread
    	//When at rest
    	"JumpingSpread"			"0.15"		// was 0.2 in RC3
    	"StandingSpread"		"0.06"		// was 0.08 in RC3
    	"DuckingSpread"			"0.05"		// was 0.05 in RC3
    	"ProneSpread"			"0.035"		// was 0.035 in RC3
    
    	//When moving at full speed (sv_maxspeed)	// was 0.08 0.02 0.02 0.0015 in RC3
    	"JumpingSpreadModifier"		"0.1"
    	"StandingSpreadModifier"	"0.05"
    	"DuckingSpreadModifier"		"0.04"
    	"ProneSpreadModifier"		"0.035"
    
    	//Maximum the spread can become due to spread increment per shot below //was 0.7, 0.3, 0.2, 0.2 in RC3, now same as BE shotty
    	"JumpingSpreadMax"	"0.7"
    	"StandingSpreadMax"	"0.25"
    	"DuckingSpreadMax"	"0.1"
    	"ProneSpreadMax"	"0.07"
    
    	//Increment spread by this amount for every shot fired to maximum of moving at full speed spread
    	"JumpingSpreadIncrement"	"0.01"
    	"StandingSpreadIncrement"	"0.0025"
    	"DuckingSpreadIncrement"	"0.002"
    	"ProneSpreadIncrement"		"0.002"
    
    	//Decrease spread by this amount for every second not fired down to minimum rest spread
    	"JumpingSpreadDecrement"	"0.015"
    	"StandingSpreadDecrement"	"0.05"
    	"DuckingSpreadDecrement"	"0.08"
    	"ProneSpreadDecrement"		"0.1"
    
    It will probably need a bit more damage/shots and a bit more ranged damage but its a significant improvement over whats there at the minute. I'll ask candles to update with this script when he gets online and then we can take it from there
     
  2. ImSpartacus

    ImSpartacus nerf spec plz

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    It's hard to tell because it's intentionally non-functional.

    It needs reload cancelling, but I expect that's coming soon.

    I like the current cycle time. If I was throwing shit out there, I'd buff damage 50%. That's probably not enough, but it's likely playable.

    Current:
    Code:
    "Damage"			"10"		// damage per bullet
    	"Bullets"			"8"		// bullets per shoot
    	"CycleTime"			"1"		// time between shoots
    	"Falloff"			"400"		// distance at which bullet strength has dropped to 85% (damage decreases linearly)
    	"Falloffbase"			"0.9"		// Falloff Base default 0.85
    	"MinimalDamage"			"3"		// bullet will always deal this amount of damage even after damage decrease
    	"SemiAutomatic"			"1"
    	"Fire Interrupts Reload"	"1"
    	"Reloads Singly"		"1"
    
    	"Damage Head Modifier"		"1.6"
    	"Damage Chest Modifier"		"1"
    	"Damage Stomach Modifier"	"1"
    	"Damage Left Arm Modifier"	"0.7"
    	"Damage Right Arm Modifier"	"0.7"
    	"Damage Left Leg Modifier"	"0.7"
    	"Damage Right Leg Modifier"	"0.7"
    	
    	// Weapon data is loaded by both the Game and Client DLLs.
    	"printname"			"Shotgun"
    	"viewmodel"			"models/Imperial/Weapons/v/imp_shotgun/imp_shotgun.mdl"
    	"playermodel"			"models/Imperial/Weapons/w/imp_shotgun/imp_shotgun.mdl"
    	
    	"anim_prefix"			"shotgun"
    	"bucket"			"1"
    	"bucket_position"		"0"
    
    	"clip_size"			"6"
    	"clip2_size"			"-1"
    	
    	"primary_ammo"			"AMMO_SHOTGUNBUCKSHOT"
    	"secondary_ammo"		"AMMO_MELEE"
    
    	"weight"			"8"
    	"item_flags"			"0"
    
    	"BuiltRightHanded"		"0"
    	"AllowFlipping"			"1" 
    
    	"MeleeWeapon"			"1"
    	"MeleeDamage"			"75"	// damage per melee hit
    	"MeleeCycleTime"		"1"	// time between melee attacks
    
    	//Accuracy Upgrade Modifier. Default is 0.75. The lower the better.
    	"AccuracyUpgradeModifier"	"0.90"
    //Weapon Spread
    	//When at rest
    	"JumpingSpread"			"0.2"
    	"StandingSpread"		"0.08"
    	"DuckingSpread"			"0.05"
    	"ProneSpread"			"0.035"
    
    	//When moving at full speed (sv_maxspeed)
    	"JumpingSpread"			"0.3"
    	"StandingSpread"		"0.1"
    	"DuckingSpread"			"0.07"
    	"ProneSpread"			"0.035"
    
    	//Maximum the spread can become due to spread increment per shot below
    	"JumpingSpreadMax"	"0.7"
    	"StandingSpreadMax"	"0.3"
    	"DuckingSpreadMax"	"0.1"
    	"ProneSpreadMax"	"0.07"
    
    	//Increment spread by this amount for every shot fired to maximum of moving at full speed spread
    	"JumpingSpreadIncrement"	"0.01"
    	"StandingSpreadIncrement"	"0.003"
    	"DuckingSpreadIncrement"	"0.0025"
    	"ProneSpreadIncrement"		"0.0025"
    
    	//Decrease spread by this amount for every second not fired down to minimum rest spread
    	"JumpingSpreadDecrement"	"0.015"
    	"StandingSpreadDecrement"	"0.05"
    	"DuckingSpreadDecrement"	"0.08"
    	"ProneSpreadDecrement"		"0.1"
    
    	//Weapon kick range x (vertical) and y (horizontal), full and no spread, max and min
    	//interpolates between full and no spread value based on current spread (percentage inbetween at rest and maximum spread due to firing)
    	//The max and min values are for defining a range that a random number is generated between
    	"JumpingKick_X_FullSpread_Max"	"11"
    	"JumpingKick_X_FullSpread_Min"	"9"
    	"JumpingKick_X_NoSpread_Max"	"7"
    	"JumpingKick_X_NoSpread_Min"	"5"
    
    	"JumpingKick_Y_FullSpread_Max"	"2"
    	"JumpingKick_Y_FullSpread_Min"	"-2"
    	"JumpingKick_Y_NoSpread_Max"	"1"
    	"JumpingKick_Y_NoSpread_Min"	"-1"
    
    	"StandingKick_X_FullSpread_Max"	"3"
    	"StandingKick_X_FullSpread_Min"	"2"
    	"StandingKick_X_NoSpread_Max"	"2"
    	"StandingKick_X_NoSpread_Min"	"1"
    
    	"StandingKick_Y_FullSpread_Max"	"2"
    	"StandingKick_Y_FullSpread_Min"	"0.5"
    	"StandingKick_Y_NoSpread_Max"	"0.75"
    	"StandingKick_Y_NoSpread_Min"	"0.3"
    
    	"DuckingKick_X_FullSpread_Max"	"1"
    	"DuckingKick_X_FullSpread_Min"	"0"
    	"DuckingKick_X_NoSpread_Max"	"0.5"
    	"DuckingKick_X_NoSpread_Min"	"0"
    
    	"DuckingKick_Y_FullSpread_Max"	"0.1"
    	"DuckingKick_Y_FullSpread_Min"	"0"
    	"DuckingKick_Y_NoSpread_Max"	"0.05"
    	"DuckingKick_Y_NoSpread_Min"	"0"
    
    	"ProneKick_X_FullSpread_Max"	"1"
    	"ProneKick_X_FullSpread_Min"	"0"
    	"ProneKick_X_NoSpread_Max"	"0.5"
    	"ProneKick_X_NoSpread_Min"	"0"
    
    	"ProneKick_Y_FullSpread_Max"	"0.1"
    	"ProneKick_Y_FullSpread_Min"	"0"
    	"ProneKick_Y_NoSpread_Max"	"0.05"
    	"ProneKick_Y_NoSpread_Min"	"0"
     
  3. wealthysoup

    wealthysoup Lead Tester

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    Updated OP with an updated script. I've asked candles to release this when he gets up.


    Note that when moving at maxspeed the accuracy of the NF shotgun is slightly reduced. The BE shotgun is significantly increased (drawing it into line). It's likely that further changes will be made in future.
     
  4. ImSpartacus

    ImSpartacus nerf spec plz

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    Ewww, don't differentiate in a "hidden" way. Both shotguns hold the same number of shells. They both have the same cycle time and the same reload time. To a typical player, they look identical. Fucking with accuracy is shady.

    If you want to differentiate them, give the NF shotgun like 2 extra shells and like 2 fewer pellets/shell. That's visible and clear to everyone playing.

    We don't need spreadsheetpires where everyone has to look up the scripts to figure out wtf is going on.
     
  5. wealthysoup

    wealthysoup Lead Tester

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    ... Thats what I've been doing.

    I said both there and in the scripts I was bringing them both into line.

    But in this case bringing it into line was somewhere between the 2 (closer to the stronger one)

    And not just in one place either:

     
  6. ImSpartacus

    ImSpartacus nerf spec plz

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    Lol, ok. :headshot:
     
  7. wealthysoup

    wealthysoup Lead Tester

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    Decided to add another +2 to damage and +1 to minimum damage. Maybe still going to be a bit weak but will be massively better than it is at the minute
     
  8. LordDz_2

    LordDz_2 Strange things happens here

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    Does accurity upgrade affect shotguns?
     
  9. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    It tightens the shot pistol spread, I don't see why not.
     
  10. Trickster

    Trickster Retired Developer

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    That's a nice balanced shotgun you have there.
























































































































































    It would be shame if someone....rebalanced it.
     
  11. ImSpartacus

    ImSpartacus nerf spec plz

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    There are places where you can get help.

    Trickster, we're going to get you some help.
     
  12. Z100000M

    Z100000M Vithered Weteran

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    Jesus, those things are spawncamers wet dream/
     
  13. Empty

    Empty Member

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    Request:
    Tighten spread, make the angle the pellets come out random, so if you want it less accurate the spread is still the same, but they'll come out at a different angle. That way the shotgun can be useful at mid range (if stationary + crouched) but it's still good up close.

    It's a better solution than dynamically changing the total spread which makes no sense lool
     
  14. McGyver

    McGyver Experimental Pedagogue

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  15. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    nice find gyver...
     

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