Script changes for next patch.

Discussion in 'Feedback' started by Sgt.Security, Jun 6, 2016.

  1. Xyaminou

    Xyaminou Member

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    I don't know why everyone hates SMG2. SMG2 + Accuracy Upgrade + Speed Upgrade = Close Quarter Godmode
     
  2. complete_

    complete_ lamer

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    i remember the old smg2 was really good with that combo too. i havent tested that one with the new smg2 and im sure its good but at least the old one felt usable on its own
     
  3. complete_

    complete_ lamer

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    heres changes for more ideal smgs + explanations
    Code:
    WeaponData
    {
        // Weapon characteristics:
        "Damage"            "30"        // damage per bullet
        "Bullets"            "1"        // bullets per shoot
        "CycleTime"            "0.085"        // time between shoots
        "Falloff"            "1000"        // distance at which bullet strength has dropped to 85% (damage decreases linearly)
        "Falloff Base"            "0.9"        // falloff base
        "MinimalDamage"            "15"        // bullet will always deal this amount of damage even after damage decrease
    
        "Damage Head Modifier"        "1.4"
        "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"            "#SDK_MP5"
        "viewmodel"            "models/Imperial/Weapons/v/smg2/imp_smg2.mdl"
        "playermodel"            "models/Imperial/Weapons/w/smg2/imp_smg2.mdl"
    
        "anim_prefix"            "SG550"
        "bucket"            "1"
        "bucket_position"        "0"
    
        "clip_size"            "35"
        "clip2_size"            "-1"
    
        "primary_ammo"            "AMMO_SMG2"
        "secondary_ammo"        "AMMO_MELEE"
    
        "weight"            "25"
        "item_flags"            "0"
    
        "BuiltRightHanded"        "0"
        "AllowFlipping"            "1"
    
        "MeleeWeapon"            "0"
        "MeleeDamage"            "40"    // damage per melee hit
        "MeleeCycleTime"        "0.5"    // time between melee attacks
    
        //Accuracy Upgrade Modifier. Default is 0.75. The lower the better.
        "AccuracyUpgradeModifier"    "0.90"
    //Weapon Spread
        //When at rest
        "JumpingSpread"            "0.06"
        "StandingSpread"        "0.03"
        "DuckingSpread"            "0.025"
        "ProneSpread"            "0.02"
    
        //When moving at full speed (sv_maxspeed)
        "JumpingSpreadModifier"        "0.1"
        "StandingSpreadModifier"    "0.06"
        "DuckingSpreadModifier"        "0.05"
        "ProneSpreadModifier"        "0.05"
    
        //Maximum the spread can become due to spread increment per shot below
        "JumpingSpreadMax"        "0.7"
        "StandingSpreadMax"        "0.23"
        "DuckingSpreadMax"        "0.20"
        "ProneSpreadMax"        "0.18"
    
        //Increment spread by this amount for every shot fired to maximum of moving at full speed spread
        "JumpingSpreadIncrement"    "0.01"
        "StandingSpreadIncrement"    "0.0027"
        "DuckingSpreadIncrement"    "0.0026"
        "ProneSpreadIncrement"        "0.0025"
    
        //Decrease spread by this amount for every second not fired down to minimum rest spread
        "JumpingSpreadDecrement"    "0.03"
        "StandingSpreadDecrement"    "0.07"
        "DuckingSpreadDecrement"    "0.075"
        "ProneSpreadDecrement"        "0.08"
    
        //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"
    
    //End Weapon Spread
    
    
        // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
        SoundData
        {
            //"reload"            "Default.Reload"
            //"empty"            "Default.ClipEmpty_Rifle"
            "single_shot"            "IMP_Smg2.Fire"
        }
    
        // Weapon Sprite data is loaded by the Client DLL.
        TextureData
        {
            "weapon"
            {
                    "font"        "EmpiresTypeDeath"
                    "character"    "K"
            }
            "weapon_s"
            {
                    "font"        "EmpiresTypeDeath"
                    "character"    "K"
            }
            "ammo"
            {
                    "font"        "WeaponIcons"
                    "character"    "r"
            }
            "crosshair"
            {
                    "file"        "sprites/crosshairs"
                    "x"        "0"
                    "y"        "48"
                    "width"        "24"
                    "height"    "24"
            }
            "autoaim"
            {
                    "file"        "sprites/crosshairs"
                    "x"            "0"
                    "y"            "48"
                    "width"        "24"
                    "height"    "24"
            }
        }
        ModelBounds
        {
            Viewmodel
            {
                Mins    "-10 -4 -13"
                Maxs    "21 9 -1"
            }
            World
            {
                Mins    "-10 -7 -6"
                Maxs    "22 8 9"
            }
        }
    }
    
    as you can see its not so much a buff as it is a re-arranging of values. the damage is still the same. time between bullets is longer. the headshot modifier is higher (in line with smg1's modifier, consistancy!) and the bullet spread and weapon kick were changed so that it acts as it used too.

    falloff isnt changed. it still shoots as far as it does and riflemen will still win against them.

    for the smg1 i kinda wanted a nerf to damage actually. smg1 is still better at shooting from further away with its higher falloff. if you dont want to nerf it, raise smg2's damage by 5 to account for the 1's rof+acc

    as it stands now, smg1 and smg2 deal the same damage, yet the smg1 fires quicker and more accurately. this is why i want the smg2 to go back to what it used to. its useless right now




    roast my changes security
     
  4. RappemongO

    RappemongO Member

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    lol
     
  5. Sgt.Security

    Sgt.Security Member

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    I actually didn't notice that headshot modifier inconsistency, I'll fix that.
    Thanks for spotting that.

    Honestly, I think this headshot modifier change will give SMG2 like 2~5% more damage output.
    It's a decent "buff".

    So I'll probably give SMG2 another very slight buff and call it a day.
     
  6. complete_

    complete_ lamer

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    well i didnt post this to get a headshot modifier changed. does the kick and spread change really look that bad? its just increased
     

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