About weapons balance

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What do you think about the tested settings ?

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Total Votes : 7

About weapons balance

Post by Peacemaker on Thu Jan 05, 2017 1:26 pm

Hello friends and fans,

As some of you probably know, I asked Crapper about changes on Wootland server.
On my decision, we are currently testing some new parameters on different weapons.
The goal is to propose something new, challenging and funnier by making the game more balanced and attractive to new and old players.

The most commonly used primarly weapons are, until now : SMG/Sniper/SG and at a certain level CG, DMG. I think they are pretty balanced and i decided to make the changes having them in mind as references.
The secondary ones are Shield and Popup (about equally).

In order to let babos know about this changes (only on Wootland server by the way), I share here the current settings. Any feedbacks or advice are welcome.

Parameters                         Assumed Normals in 1st  -->    Tested in 2nd
                                   
sv_smgDamage                     0.10    
sv_sniperDamage                   0.18
sv_cgDamage                        0.143
sv_dmgDamage                     0.13
sv_shottyDamage                  0.21
sv_shottyDropRadius              0.40
sv_shottyRange                      7

sv_ftBaseDamage                 0.08    -->   0.1
sv_ftTipDamage                   0.08    -->   0.06
sv_ftExpirationTimer              0       -->    3
sv_ftMaxRange                     3       -->    7
sv_ftMinRange                      3       -->    5

sv_photonDamageCoefficient 1.25
sv_photonDistMult               0.25
sv_photonHorizontalShift       0
sv_photonVerticalShift          0.325

sv_zookaDamage                0.85
sv_zookaRadius                  2

sv_nukeDamage                 8       -->     0.9
sv_nukeRadius                   5       -->     4 (can't be smaller)
sv_nukeTimer                    3       -->     1.5

Note : Photon is used by a lot of people so i dont think its usefull to change it right now, without asking them first. I only worked on underused weapons.

The test will last 1 or 2 weeks, i will then make a pool here and ask babos in game about their opinion.
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Re: About weapons balance

Post by Peacemaker on Thu Jan 12, 2017 9:34 am

The pool is launched, it will last 1 week.
If you express me your opinion on Babo and i write you back something like : "your vote have been taken into account" please do not vote or tell me you also voted here. I already wrote it down with your feedbacks.
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Re: About weapons balance

Post by Peacemaker on Thu Jan 19, 2017 2:07 pm

End of the test, the feedbacks indicate in general that Flamethrower and Nuke are still too weak and people in majority asked for new tests.

Some advice about the Flamethrower have to be kept in mind :
- Lesser range for higher damage are wished
- Higher damage are wished (with same range)
- Making it harder to use
- Maybe making tip do more damage than base, in order to make it harder to use but rewarding.

About Nuke :
- Making it kills again, so increasing damages
- no real complain about 1,5 sec timer. It has also been seen as harder to use by some players.

Some users also did not notice the changes
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Re: About weapons balance

Post by killball on Thu Jan 19, 2017 7:24 pm

Thanks for this work Peace, all explainations & report  cyclops
FT & Nuke deserve more consideration ofc
Sure, the balanced settings will be found  Exclamation

I take this opportunity to report that the Nuke explodes without timer on the sniper serv.
Not a bug as initially thought by Crapper. Or a remaining one... Question
(so that's a message for him, also;)

PS: can you remove photons during 1 month for better tests?  affraid  
was a joke clown , again.
i like so much photoners baseball bat
Hug. Now!
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Re: About weapons balance

Post by h8me on Fri Jan 20, 2017 5:58 am

Sniper server fixed
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Re: About weapons balance

Post by Peacemaker on Tue Jan 24, 2017 3:19 pm

New FT test on the run (for 1 week starting now)
0,12 base
0,09 tip
5,5 max range (doesnt work yet dunno why)
4,5 min range
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Re: About weapons balance

Post by cmnndr on Mon Jan 30, 2017 12:47 am

Peacemaker wrote:
5,5 max range (doesnt work yet dunno why)

cause its too fudge long Rolling Eyes
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Re: About weapons balance

Post by Peacemaker on Mon Jan 30, 2017 5:41 am

Thank you for the answer, unfortunately I think you misunderstood my question. It was about implementing max and min range. It worked fine un the 1st test. If you know why it now doesn't work, it would be very helpful.
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Re: About weapons balance

Post by cmnndr on Sat Feb 04, 2017 7:19 am

nah. i was just being sarcastic. ft is fine. no need to nerf it. if indeed you want a change, anything beyond 4 max range is ridiculous. my 2cents
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Re: About weapons balance

Post by Peacemaker on Sat Feb 04, 2017 3:28 pm

Oh ok. thanks for the advice, it is now 4,5 range and i think you are right, it seems enough
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Re: About weapons balance

Post by Qetrok on Wed Apr 19, 2017 2:13 pm

So I've been playing with flame thrower for 2 days and it still seems to be 'not right'

I would suggest these settings:
sv_ftBaseDamage -- 0.09
sv_ftTipDamage -- 0.125
sv_ftMaxRange -- 3.9
sv_ftMinRange -- 3.9
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Re: About weapons balance

Post by |H|awk on Thu Apr 20, 2017 4:14 pm

Qetrok wrote:So I've been playing with flame thrower for 2 days and it still seems to be 'not right'

I would suggest these settings:
sv_ftBaseDamage -- 0.09
sv_ftTipDamage -- 0.125
sv_ftMaxRange -- 3.9
sv_ftMinRange -- 3.9

seconded
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Re: About weapons balance

Post by Peacemaker on Mon May 01, 2017 3:03 pm

I can't do any test on my own, you need to ask admins.
I was wondering if the settings have been changed btw
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Re: About weapons balance

Post by Peacemaker on Tue May 30, 2017 7:33 am

So, what about the tests ?
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Re: About weapons balance

Post by cmnndr on Tue May 30, 2017 10:54 am

its op
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Re: About weapons balance

Post by h8me on Fri Jun 02, 2017 6:05 am

Qetrok wrote:So I've been playing with flame thrower for 2 days and it still seems to be 'not right'

I would suggest these settings:
sv_ftBaseDamage -- 0.09
sv_ftTipDamage -- 0.125
sv_ftMaxRange -- 3.9
sv_ftMinRange -- 3.9
Set on w00tland pub. Lets see how it pans out. Range is set to 4 instead of 3.9
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Re: About weapons balance

Post by killball on Fri Jun 02, 2017 11:10 am

i prefer these new settings.
must be tested a while for sure...
(the opinion of a ft victim more than a user's one, to be honnest)
i should try to play with it but i'm so addict to smg  baseball bat  bounce

i also noticed that girls are the main players using ft, i mean xena and infected  flower  flower  flower  Hug. Now!
mouhahahha

and to balance the sexy crappy's picture, have a look to the baloonkini, the ultimate burkini  affraid
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Re: About weapons balance

Post by cmnndr on Tue Jun 06, 2017 3:45 am

guys i belive you have o ideea on what balance is or why ft was designed in the first place. if you play it on a small map, 3v3 for example, is just op, there is no other way about it. on such a map with 6 players is barely playable against. if the number of people is larger you just get overmatched instantly.
killball makes a good observation i.e. players with lower skill (ill leave infected aside since i know french sarcasm when i see it) started using it when these new settings were implemented. i wonder why Rolling Eyes
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Re: About weapons balance

Post by Qetrok on Fri Jun 23, 2017 10:55 am

cmnndr wrote:players with lower skill started using it when these new settings were implemented. i wonder why  Rolling Eyes
Well, maybe because it is playable again? And I still see many, many more players using Photon/Shotgun.

Back to the main topic, it feels like Flame Thrower settings were changed again (longer range) and I don't know anything about it! Can somebody confirm that? Crapper Question
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Re: About weapons balance

Post by cmnndr Today at 7:04 am

Qetrok wrote:
cmnndr wrote:players with lower skill started using it when these new settings were implemented. i wonder why  Rolling Eyes
Well, maybe because it is playable again? And I still see many, many more players using Photon/Shotgun.

its because its so easy to kill with i.e. OP
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