Shotgun - next next test

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What settings?

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Total Votes : 34

Re: Shotgun - next next test

Post by Cinc on Thu Mar 24, 2011 11:59 am

Like i said, i tested with servertype 1, not 0.
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Re: Shotgun - next next test

Post by h8me on Thu Mar 24, 2011 12:25 pm

Ah, I misunderstood you. I thought the "Used servertype 1" referred to what you'd been testing on your server
Well, it'd be cool if the math fit the server but it don't. When servertype 1 is set the server only uses the dropradius. Some of the pellets still go all the way even if range is set to 1.
I don't think there's any real logic in it unless you get the code.
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Re: Shotgun - next next test

Post by Cinc on Thu Mar 24, 2011 12:52 pm

Well again, those things i calculated are approximate minimum bullet ranges, which means overall average increases even more.
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Re: Shotgun - next next test

Post by cmnndr on Thu Mar 24, 2011 1:13 pm

Ok. So whats the difference between server types and why not use 0? Seems better.
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Re: Shotgun - next next test

Post by Cinc on Thu Mar 24, 2011 1:29 pm

0 is the "Normal" server where you spawn randomly on start, and 1 is the "Ladder" type, which makes team spawn near their flag.
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Re: Shotgun - next next test

Post by h8me on Thu Mar 24, 2011 5:16 pm

Servertype 0 has no remote detonation. Spawns are controlled by spawntype (0 or 1)
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Re: Shotgun - next next test

Post by Cinc on Thu Mar 24, 2011 5:35 pm

Why couldn't we use servertype 0 on squads then? It would give a stable sg to experiment with, unlike the massively random current one.
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Re: Shotgun - next next test

Post by h8me on Thu Mar 24, 2011 6:12 pm

Cinc wrote:Why couldn't we use servertype 0 on squads then? It would give a stable sg to experiment with, unlike the massively random current one.

Because with servertype 0 remote detonation of zooka isn't possible.
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Re: Shotgun - next next test

Post by Cinc on Thu Mar 24, 2011 6:15 pm

h8me wrote:
Cinc wrote:Why couldn't we use servertype 0 on squads then? It would give a stable sg to experiment with, unlike the massively random current one.

Because with servertype 0 remote detonation of zooka isn't possible.

Hah, exactly my point, 2 birds with one stone. The zooka poll I set up some time ago clearly showed that people want smth done about zooka, but it got lost in the endless sea of drama, and I didn't wanna resurface it but this seems like a perfect opportunity.
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Re: Shotgun - next next test

Post by cmnndr on Fri Mar 25, 2011 6:29 am

Ye.
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Re: Shotgun - next next test

Post by FireBall on Sat Mar 26, 2011 7:14 am

We are talking about shotgun, not zooka. If you want to resume zooka discussions I suggest you take it somewhere else Smile.

Crapper, is there any way to properly test shotgun without removing remote detonator? What other changes does modifying server type bring?

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Re: Shotgun - next next test

Post by h8me on Sat Mar 26, 2011 7:54 am

FireBall wrote:We are talking about shotgun, not zooka. If you want to resume zooka discussions I suggest you take it somewhere else Smile.

Crapper, is there any way to properly test shotgun without removing remote detonator? What other changes does modifying server type bring?

There isn't really ny other way. RS1 is a CM/schooly/ladder server so the servertype should be set to 1 as it is. For remote detonation of zooka to work the same applies, the servertype needs to be 1.
IIRC the only changes are the SG and remotedet of zooka. Can't remember if other weapons are changed also, such as photon which also has several variables to change it's setup. Need to test servertypes to be sure but seeing as this is about SG we should try to keep on topic as you said. I can start testing from monday and post my findings later on.
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Re: Shotgun - next next test

Post by FireBall on Fri Apr 01, 2011 5:16 pm

Damage 0.26, DropRadius 0.4 enabled on RS1 (Pordesign) and RS2 (Babo Violent Europe). Let's see how shotty handles with this configuration. Cheers!

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Re: Shotgun - next next test

Post by Negative on Thu Apr 07, 2011 7:46 am

It's OP..

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Re: Shotgun - next next test

Post by Cinc on Thu Apr 07, 2011 7:50 am

Let's be democratic for once - most people voted for the 0.5 and 0.4 options. Considering that around 5 people complained shotty is underpowered and rest of the babo said it's fine, let's do what's good for the majority of the players and return it back to normal

No more pointless tests, more drama, and let the people of the world be happy. Btw, in order to fully satisfy people, I suggest zooka remote detonation to be removed. People in charge of babo servers are simply putting "so called balance" in front of "majority of players' happiness" which results in none of those.
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Re: Shotgun - next next test

Post by Devil on Thu Apr 07, 2011 7:55 am

After fooling around with it again for a bit, it really is Op. Imo if we can't find some settings that don't make it OP, then it's better to have it underpowered. At least teams won't start playing with sg and winning cms with it.

PS: That middle bullet(s) still travel half way across a 4 v 4 map, sometimes even more.
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Re: Shotgun - next next test

Post by Ya˘ on Thu Apr 07, 2011 7:59 am

Youo shoudln't have changed the drop radius, only the range or damage.
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Re: Shotgun - next next test

Post by FireBall on Thu Apr 07, 2011 11:44 am

@ Cinc: Here we go again. Are you simply refusing to accept that most people actually voted FOR testing shotty because it was weak, I am talking about the first poll, the one that got us here or maybe you just forgot Smile. So even though in this last poll there were 10 votes for 0.5 and 10 for 0.4 your idea for a democratic solution is to set it back to 0.4 DR. Wow Very Happy.

As for these last settings, well some people thought that it would be a good idea to try something like this. It seemed worth checking out at the time. Shotty is too powerful indeed but there's no need for drama. The way I see it, the only good setting is 0.5 DR so I think we should have a final poll between 0.5 and 0.4 (default). Everyone who cares will vote and the result will be final.

Since it was obviously a bad idea, I changed the shotty settings back to 0.5 DR and 0.21 DMG. In case anyone is wondering, I made them so and not 0.4 in order to give people the chance to experience shotgun with this configuration before they come and vote. Cheers!

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Re: Shotgun - next next test

Post by FireBall on Sun Apr 10, 2011 3:55 am

I suppose this final poll should have a limit. Something like 7 days?

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Re: Shotgun - next next test

Post by Cinc on Sun Apr 10, 2011 6:31 am

Before any final vote, I'd just like to point some stuff about how shotgun bullets are calculated:



Longest bullet goes until it's away from the aim vector by Dropradius. Theoreticaly, if a random angle is 0 it could go on infinitely, and I calculated it's average range to be around 25 for both 0.4 and 0.5 drop radius.

Calculated from the official formula explanation posted by Vesuvius: http://forum.baboviolent.org/viewtopic.php?f=12&p=57703&sid=33507236630cf64b6022f9511f097817#p57703

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Re: Shotgun - next next test

Post by Nath on Sun Apr 10, 2011 7:27 am

Put it as it was 0.4. Instead of keep making your own changes to it, make the 0.4 or 0.5 vote and have done.
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Re: Shotgun - next next test

Post by Anette on Mon Jun 13, 2011 10:51 am

I am gonna remove this in a few days since the tests have died. Settings are atm back to default meaning:
set sv_shottyDamage 0.21
set sv_shottyDropRadius 0.40
set sv_shottyRange 7

if anyone has any objections on this feel free to post.

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Re: Shotgun - next next test

Post by Cinc on Mon Jun 13, 2011 12:32 pm

I thought the settings were back to normal for a month already Suspect
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Re: Shotgun - next next test

Post by Anette on Mon Jun 13, 2011 12:37 pm

Cinc wrote:I thought the settings were back to normal for a month already Suspect
I am not saying they weren't cause I dunno, but there wasn't any conclusion to this, so wanted to avoid any confusion.

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