Standard weapon balance

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Socio
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Re: Standard weapon balance

Post by Socio » Thu 26 Jul , 2012 11:54 pm

I am pretty sure it wasnt.
It was the same glitch, also saw it happen on SkyRace too.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Re: Standard weapon balance

Post by iZumo » Thu 08 Nov , 2012 12:37 am

Futher changes:

- SPMA camera HP reduced to 200
- SPMA camera is now always relevant to subtle the camera glitch (hopefully this hack will work)
- Assault rifle:
1) Dual wield will only add 50% additional damage (i.e damage reduced from 7 to 5 when dual wielding)
2) Ammo has been reduced (75/150 + 50 (x2 when dual wield))
This should be enough to prevent AR being used as general purpose spam weapon. Weapon was renamed to "Assault Rifle XT".
- Reintroduced back Classic Sniper rifle:
1) Damage is 70 just as LG
2) Ammo is (15/40 + 10) just as LG
3) 65% damage reduction against vehicles (was 35%)
4) Has a tracer
Don't forget on the smoke effect to disturb stand sniping. HS death message is "killer ejected victim's grey matter." The change is considered minor and obvious, thus model has no difference.

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Re: Standard weapon balance

Post by iZumo » Fri 09 Nov , 2012 2:27 pm

Spam reduction changes:

Assault rifle:
- Changed ammo (150/150/+50), but dual wield will keep max. 150 ammo for primary fire
- On 150 ammo you can use primary fire for 24s or 12s when dual-wield

Minigun:
- Alt. fire has range attenuation too (from range 2048, reduces damage to 4 over the following 1500 units), primary fire has 1024
- Ammo reduction (50/150/+25), ammo pickup in lockers is halved
- Minigun serves to finish people off (primary fire eats 4 ammo / sec, secondary fire eats 2 ammo / sec)

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Re: Standard weapon balance

Post by iZumo » Sun 11 Nov , 2012 12:37 am

Classic sniper put down time was fixed (from 0.58 to 0.33).

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Re: Standard weapon balance

Post by iZumo » Thu 29 Nov , 2012 2:40 pm

Pending

Minigun
- damage done by the Minigun is also dependant on the target's health (100% for < 50, 50% for > 75, smooth transition), shields count as extra health here, this reduction is done before range attenuation. This will reduce spamming the minigun and preserve it's finisher function.

Postponed

Shock rifle
- after stomboing you'll have to wait extra 0.7s before you can fire again

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Re: Standard weapon balance

Post by iRobot » Thu 29 Nov , 2012 3:25 pm

Izumo_CZ wrote:Pending

Shock rifle
- after stomboing you'll have to wait extra 0.7s before you can fire again
Strongly disagree. There are instances where stombos are optimal, you wouldnt randomly dodge while performing the combo if nobody is shooting you. Why punish people?

If anything, make stombos use double ammo. Blocking the firing is retarded.

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Re: Standard weapon balance

Post by iZumo » Thu 29 Nov , 2012 4:28 pm

Postponed then. I agree that there is no reason to dodge when you're not targeted. The aim rather goes towards all the stombo spam (which is kinda plaguing us). Perhaps if you stombo w/o hurting anyone only?

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Re: Standard weapon balance

Post by iRobot » Thu 29 Nov , 2012 4:42 pm

If it's just the spam you are concerned over then increasing ammo usage would nip it in the bud.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Thu 29 Nov , 2012 5:03 pm

The minigun is being nerfed into shit. Pretty soon they will start using Pulse alt instead.

Don't do anything based on whether a stombo was detected. It's not 100% reliable.

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Re: Standard weapon balance

Post by iZumo » Thu 29 Nov , 2012 5:23 pm

Azarael wrote:The minigun is being nerfed into shit. Pretty soon they will start using Pulse alt instead.
Minigun was given a specific function - finisher. It has high DPS and very high probablity of hitting the target even in hands of noobs (i.e high % of DPS applied), due to absence of requiring movement prediction and timing. While we don't have heuristics on how much % of DPS will be delivered to the victim based on player skill & target distance, we can safely say that minigun will have the highest percentage here.

Thus, you can either heavily reduce ammo (even futher) or make it otherwise ineligible to kill full health players from spamming (note that full ammo mini can be fired for 37.5 s on PRI and 75 s on ALT).
Azarael wrote:Don't do anything based on whether a stombo was detected. It's not 100% reliable.
Stombo algorithm has been improved and will track your location in 0.2s, 0.35s and 0.5s after shooting the shockball and will not trigger a stombo should one of the locations be outside the stombo distance limit. "Jump evasion" has been removed. For now the tangential distance was kept (220 / 9 UUs). We could perhaps give it some extra testing.
iRobot wrote:If it's just the spam you are concerned over then increasing ammo usage would nip it in the bud.
That's true.

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