Weapon balancing: How are we going to do it?

Discussion in 'Archive' started by Beerdude26, Apr 24, 2007.

?

Possible techniques we can use

  1. Accuracy (Recoil)

    65.3%
  2. Rate Of Fire

    42.9%
  3. Damage

    49.0%
Multiple votes are allowed.
  1. The Buttery Lobster

    The Buttery Lobster Drama Queen.

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    hehehehehe..... that looks naughty.
     
  2. Solokiller

    Solokiller Member

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    I didn't notice that until you mentioned it :/.
    Anyway, it should be a tube shape, not a U shape.
     
  3. mr_quackums

    mr_quackums Member

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    wow, that had me giggling for like 3 mins.

    ...and made me forget what i was gunna say here...
     
  4. MomoZMonster

    MomoZMonster Member

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    I agree with most of all thats being said.

    My input: Greater melee damage, this is already a huge gamble to put away the firearms, let it pay off.
    A shotty would be great, but the NF shotty pistol should be able to tear through armor at close range, it'd be nice to let it be like the golden gun...as it does only have 2 shots before a longer reload
    Then the thing with the sniper, who wants to spend their time crouched down shooting the same target 2- 3 times to get the kill. 1-2 shots max with the long bolt loading time? The way it is now it really dosn't pay to be a sniper, just lots of death due to overexposure.
    <shrug>
     
  5. The Buttery Lobster

    The Buttery Lobster Drama Queen.

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    In my opinion, there shouldn't be a sniper in the game- the maps are simply not built that way. The Scout Rifle (RR) shouldn't drop someone at range in less then three hits; unless all the maps suddenly sprout cover every 50 feet, a one or two hit kill weapon at range will dominate every map. The scout rifle has gone through that whole sniper thing, and there's a reason it was nerfed.

    Granted, I haven't played with the most recent release RC 8, that with it being 110. If I remember correctly, that was the damage in 1.07, and I THINK that was pretty good (I've boycotted playing the scout since 1.06ish). If it was already 110, then I'm just crazy, and you can ignore this whole RC 8 paragraph.

    All I want is for the scout rifle to be more effective then the pistols. That's it. Anymore might be overkill.

    As for a shotgun; in real life (and I know this isn't REALLY supposed to model real life) a shotgun has very LOW armor penetration, correct? As it is, I believe that if you hit a target with both barrels and contact with most/all of the bullets, the NF shotty WILL drop someone in two hits. You just have to be very accurate with it. If anything, the NF shotty spread should be INCREASED; a rifleman with accuracy and increased damage can actually take out targets with his shotty at medium range fairly easily. This is especially true if you nerf the regular pistol's accuracy, an idea i heard getting kicked around.

    I'd like to see something-- maybe on the BSID research server-- with melee + the melee upgrade being a one hit kill. It's stated as being NEAR one-hit kill already, so it might not be too much of a change. Making anything a 1 hit kill is hard for me to judge, so I'll hold off judging how much damage melee should do. As it is, it's nigh impossible to pistol whip someone to death-- which makes sense IRL, but in game terms, you're better off just reloading and praying they don't hit you, which makes melee useless.
     
    Last edited: May 1, 2007
  6. MOOtant

    MOOtant Member

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    Scout rifle can just stay as it is some maps may need more cover that's all.
     
  7. Headshotmaster

    Headshotmaster Member

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    In my opinion...all of these things need changed in order to get balance...
    Here's my 2 cense on all the weapons...

    NF

    semi-auto pistol - Lovely :D
    Shotgun pistol - Needs buffed. If you can kill someone point blank with it then we have a problem

    SMG 1 - I think this is balanced. Feels adequate when compared to rifles
    SMG 2 - Same as SMG 1
    SMG 3 - I think this does very well also :)

    Auto Rifle - Slow its rate a fire slightly.
    Med Rifle - My favorite Rifle. Feels like an M14
    HMG - Feels very balanced

    Mortar - Damge feels good.
    RPG - I've seen people hit with rockets...I don;t see the same thing in empires. If it hits someone on contact, it should tear them to shreds...I've never seen such resilance against rockets as I have in empires...Do the soldiers where 10 inch thick reactive body armor? Buff it, it seems bullshit.

    Mines - Does it job but sucks compared to the BE mines thanks to the long-ass animation.

    Grenades - does its part

    Scout Rifle - Need to fix the zoom for people with shitty gfx cards. It's not hard, just have the V_Model become invisible and replace it with a scope sprite texture when it becomes zoomed.

    BE

    Small pistol - Balanced
    Heavy pistol - buff it but give it more recoil :)

    SMG 1 - Ok, nerf the damage...When a rifle gets outgunned by an SMG, then we have a problem
    SMG 2 - Seems fine considering it is supposed to be a larger gun next to the SMG1

    Rifle 1 - The crosshairs somewhat annoy me...I'm wondering if using an aimpoint would work better...
    Rifle 2 - See rifle 1
    HMG - I can feel the power :D

    Mortar - reload time is much faster than nf...fix please
    RPG - see above

    mines...once again, see above

    Grenades - they do their part

    Scout rifle - See NF rifle

    ---------------------------

    Build tool... The BE can't revive...Not to mention the engineer building "bug" was "fixed"

    I find it ironic that the only bug we like was removed yet other bugs we've been asking to be fixed are still there.

    That makes me : /


    EDIT:

    also, I think it would be better if guns did not auto center when they are fired. If you've ever played "The specialists" or RO, then you know what I'm talking about.
     
    Last edited: May 1, 2007
  8. Bishop Gantry

    Bishop Gantry Member

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    Hmm is that a new gun a shotgun perhaps, requiring some pump action?:D

    Cant really comment that much on the weapons due to having around 200 ping to the server, But im rather fond of the scout rifle and cant really see what everyone saying its a miserably poor weapon it dosent need much buffs around 11% faster rof and HS being fatal at close to near mid ranges...
     
    Last edited: May 1, 2007
  9. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Ooh lawd, that's a lot of discussion: let me clarify a few things:

    In 1.071 R&D, the ranged rifle shot at around 3 bullets / second with rather high accuracy, with a damage of 60 per shot. (I couldn't change the dampening, but that was ok, removed the sniping part of it, but still made it handy for short-medium ranges) The NF .50 cal is supposed to take over that role, but I don't know what the devs have in mind for the ranged rifle; a sniper rifle WILL unbalance the game, but making it completely useless seems a bit silly too. I support the "3 shots minimum" choice, without dampening.

    Its armor penetration depends on what slug you put in it. Currently, you put in BAM (Brenodi Armour Menacing?) shells :p :

    [​IMG]

    I've never managed to take down targets at medium range, but I don't exactly know what your idea of medium range is. Medium range would be (on emp_escort) from BE gate to the corner that goes towards the NF battelements.

    Sounds nice.
     
  10. Headshotmaster

    Headshotmaster Member

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    ahaha.

    I checked the fixes for the new patch and rocket damage was...decreased?

    wtf
     
  11. arklansman

    arklansman Member

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    It's back to what it was in 1.07.
     
  12. Headshotmaster

    Headshotmaster Member

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    But you seem to forget BSID were the ones who tested the weapons on the R&D server...so we had "better" settings.

    Still the change of rocket damage makes me ': \
     
  13. Krenzo

    Krenzo Administrator

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    Beerdude was the one who was in charge of the R&D server settings. He's still in charge of handling the balances, and the RPG and mortar were changed at his direction. More changes will be coming from him.
     
  14. Headshotmaster

    Headshotmaster Member

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    Ok, cool.
    I just really need to chill when it comes to rocket launchers D:
     
  15. pickjaoe

    pickjaoe Member

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    This has probably been asked before but, will their every be a third Brenodi SMG?
     
  16. arklansman

    arklansman Member

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    Both sides don't need to be exactly the same.
     
  17. Private Sandbag

    Private Sandbag Member

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  18. Krenzo

    Krenzo Administrator

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    NF SMG 3 is supposed to go away.
     
  19. Private Sandbag

    Private Sandbag Member

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    nooo! not the bayonet!
     
  20. grayclay88

    grayclay88 Banned

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    I refuse to play this mod until the NF guns are nerfed somehow. I left after getting death-rayed 3 times in a row from the NFAR.
     

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