Standard weapon balance

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Azarael
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Re: Standard weapon balance

Post by Azarael » Mon 09 Jan , 2012 11:56 pm

Ahaha. Yes, they will, but if you make it obvious to noobs that something is ineffective things work out far better for you.

Take the Weakened Minigun. Minigun spam disappeared very quickly after the range attenuation nerf. Now they're spamming flak primary because it's free chip damage.

I've decided to use both the above range attenuation and random fall times to scupper the Flak Cannon at long range. If there's a problem with anti-vehicle performance (thinking Junkyard) I'll take that as it comes.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Tue 10 Jan , 2012 12:19 am

Added an improved Cicada to the package.

- Gatling turret damage increased from 25 to 35
- Damagetypes fixed, crediting Cicada instead of Hellbender and with proper strings
- Rockets travel at 9500 speed instead of 8000
- Rockets launch 33% earlier
- Rockets deal 60 damage up from 50

Nardaq_NL
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Re: Standard weapon balance

Post by Nardaq_NL » Tue 10 Jan , 2012 12:39 am

while at it....can u unlock the seat 2 turret roll/tilt view from the cicada. so u have free move like the bender twinbeam

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Azarael
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Re: Standard weapon balance

Post by Azarael » Tue 10 Jan , 2012 1:00 am

I'll take a look at it.

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iRobot
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Re: Standard weapon balance

Post by iRobot » Tue 10 Jan , 2012 1:19 am

This'll be better for all those maps with the Cicada in, all three of them.

:D

Thanks Aza!

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Azarael
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Re: Standard weapon balance

Post by Azarael » Wed 11 Jan , 2012 10:19 pm

Assault Rifle

Increased accuracy.
Starts with 2 grenades.

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bOnO
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Re: Standard weapon balance

Post by bOnO » Thu 12 Jan , 2012 12:50 am

Why 2 grenades? This weapon is already hard to use, and it takes 3 grenades to kill someone in a scorpion... Why modify this? Unless you rise the damages of a grenade, but... I don't understand, there's not so much grenade spam :(. 4 is a good number.
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...

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Azarael
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Re: Standard weapon balance

Post by Azarael » Thu 12 Jan , 2012 12:57 am

Alright then.

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iRobot
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Re: Standard weapon balance

Post by iRobot » Thu 12 Jan , 2012 11:20 pm

Improving AR by much will probably just encourage people to suicide for 2x AR on some maps, which may be broken iono.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Sat 28 Jan , 2012 1:53 am

These modifications are actually part of the UTComp package but relevant anyway:

Leviathan

Proper eject when killed during a deploy or a transition

Link Turret

Removed the 4x damage bonus Link Turret projectiles get when hitting vehicles (extremely buggy and the cause of the Levi issue, where Link Turret fire demolishes a deploying Levi)
Added 50% damage bonus vs. vehicle in the damagetype instead

Players

View shaking when taking heavy damage now limited

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