Argonath RPG - A World of its own
GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Marcell on August 17, 2011, 03:41:55 pm
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I know this idea has many enemies, but I still decided to post it. Since 2.0 will be in Squirrel; it will be possible to revise the weapon damage to something lower/higher
so let me give a few examples, explain what vanilla weapon damages are
Grenade: 75
Molotov: 75
Colt: 25
Python: 135
Shotgun: 80 per pellet hit (so if 3 pellets hit you, its 240 damage in theory)
Spas 12 : 100 per pellet hit
Stubby: 120 per pellet hit
Tec 9 : 20
Uzi: 20
Ingram: 15
Mp5: 35
Ruger: 35
M4: 40
Sniper rifle: 125
Laser Sniper: 125
Rocket Launcher: 75
Flamethrower: 25
M60: 130 (fucking outrage)
Minigun: 140
Now you may ask...'WAIT, BUT IF PYTHON HAS 135 DAMAGE, HOW COME IT KILLS AT 3 SHOTS? IS THE DAMAGE RANDOMISED?' well, no. The reason why weapons aren't doing the damage they actually should (Ingram does like, 5-10 damage per shot while it should be 15) is cause each ped skin has different 'damage weakness' / 'damage resistance' stat. Basicly, in VCMP, everyone has Player skin. The Player skin, has the highest damage resistance from all skins in the game, which is the reason why Python takes away about 50 HP instead of 135 HP.
What we can do, is, if anyone wants, customise the gun damages in 2.0, in order to make some weapons more balanced and recompensate flaws of others. If anyone agrees, please post. For now, let me post my suggested damages:
Grenade: 100 (so its less forgiving, and if you survive you will have like 1-10 HP max left)
Molotov: 75 (no change, I think the current one is OK, since the fire spreads and its easy to run in it)
Colt: 32 (12 damage more to balance out shitty accuracy and make it more of a weapon than a toy)
Python: 150 (25 damage more since its a really slow weapon, will still take 1-2 eventually 3 shots to kill)
Shotgun: 80 per pellet hit (so if 3 pellets hit you, its 240 damage in theory) (no changes, shotguns have good power already)
Spas 12 : 100 per pellet hit (change to 80 so its as powerful as shotgun?)
Stubby: 120 per pellet hit (no change to balance out the shitty range)
Tec 9 : 25 (5 damage more to balance it with Pistol)
Uzi: 30 (10 damage more to balance it out with MP5)
Ingram: 20 (5 damage more, it has higher rate of fire than Tec was weak)
Mp5: 35 (no changes, its as powerful as the Ruger in original game)
Ruger: 45 (10 damage more to balance out the slow rate of fire)
M4: 40 (no change)
Sniper rifle: 175 (50 damage more, since it's really slow..killing someone with it is hard unless he has less HP than 80, so I guess no one uses it)
Laser Sniper: 125 (No change, high rate of fire balances out the damage)
Rocket Launcher: 100 (25 more damage since the rockets go really slow)
Flamethrower: 25 ( no change)
M60: 80 (The original M60 is a joke. The M4 in the game fires 5.56 bullets, and makes 40 damage. That's okay, no? Well, M60 fires 7.62 bullets that should be about 1.5 more powerful, yet it does shitload amount of damage, prolly one of the most overpowered weapons, would be the best goddamn gun in the game if not the fact it can't headshot like M4...damage reduced by 50)
Minigun: 140 (no change I guess ? )
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I like this Idea. It would actually balance the weapons inside VC, which would find a tactical use in many situations.
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thanks muz.
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Keep it how it is, I don't see any problems with the default
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I like this idea very much. It would improve the gameplay a lot. It would be much more realistic.
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@Lance
I don't even want the guns to be realistic since if I would, I would just suggest setting the weapon damage according to caliber and gun rifling... I just want to make it more balanced, so guns that aren't worth buying no matter what (like sniper rifle) would finally get used
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@Lance
I don't even want the guns to be realistic since if I would, I would just suggest setting the weapon damage according to caliber and gun rifling... I just want to make it more balanced, so guns that aren't worth buying no matter what (like sniper rifle) would finally get used
Ok Marcell. Anyways, I still like and support the idea. It will make almost all guns being bouth. :)
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Actually, no, it won't be possible. This is a Liberty Unleashed/Vice Unleashed thing, and if we're lucky, then maybe we'll see it when VC:MP 0.4 comes out (if it ever does...)
More technically, this could've been done with onPlayerHealthChange. Unfortunately, that does not tell us what weapon the player was shot with. Similarly, we don't have an onPlayerShot event to work with.
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Actually, no, it won't be possible. This is a Liberty Unleashed/Vice Unleashed thing, and if we're lucky, then maybe we'll see it when VC:MP 0.4 comes out (if it ever does...)
More technically, this could've been done with onPlayerHealthChange. Unfortunately, that does not tell us what weapon the player was shot with. Similarly, we don't have an onPlayerShot event to work with.
porfavor
how did a guy I know then, made a script that changed Uzi damage but left M60 damage unchanged?
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There was a wep damage function in Pawn too, tho I never tried it.
IMO shitty weps are supposed to be shit and cheap, where as overpowered are supposed to be overpowered and expensive.
Also, Ive hardly seen a regular player having a problem with wep damages.
I would hate to see some guy NOT playing on Argo coz it has "weird" weapon damages :)
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IMO shitty weps are supposed to be shit and cheap
Well, I fucking hope they will be like that in 2.0 :O
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Weapon cost:
([Weapon]+[Ammo])*[Ping/100]
:rofl:
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([Weapon]+[Ammo])*[Ping/100]
50 / 100 = .5
Low pingers get half-price off :rofl:
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50 / 100 = .5
Low pingers get half-price off :rofl:
The less you lag the more you get :)
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Discount for low pingers? Yay!
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Discount for low pingers? Yay!
:lol:
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If the guns were realistic, a guy would die from 2 shots of ingram :)
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If the guns were realistic, a guy would die from 2 shots of ingram :)
Shoot yourself to both knees and think are you dead.
About the topic:
Please, keep the guns as they are... Even if M60 is overpowered and ZOMOGOMGOGMOGMGOM weapon, M4 beats it in every aspect only because of headshots thru' almost EVERYTHING...
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The weapon damage option was available in mIRC scripting.
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Common, I will smuggle BIG Guns, who is with me??
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I am. ;)
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Common, I will smuggle BIG Guns, who is with me??
You smuggled Minigun with 1500 ammo.
jajjaajjajajajaj
and ye, mop was right. i mistaked mirc with squirrel
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Shoot yourself to both knees and think are you dead.
About the topic:
Please, keep the guns as they are... Even if M60 is overpowered and ZOMOGOMGOGMOGMGOM weapon, M4 beats it in every aspect only because of headshots thru' almost EVERYTHING...
I would die of blood loss :D
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I don't have much against the weapons as they are. If damage was changed, I guess we'd have to look over prices and availability in the server, among other things. Most FPS/games involving shooting tend not to be very accurate. :P
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Why is it Miniguns and RPGs have not been restricted?
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why should they?
they are extremely pricey and rare (despite what 2.0 beta has showed us) so i think they should stay. If you want to remove 'powerful' things, we might remove bikes and Infernus too since they're too fast, mate.
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aXXo (our other scripter) has this philosophy of "If you can afford it, use it." I do agree with his thinking, but if we are going to have miniguns, rocket launchers, and grenades, the minimum prices need to be higher than where they currently stand in beta.
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aXXo (our other scripter) has this philosophy of "If you can afford it, use it." I do agree with his thinking, but if we are going to have miniguns, rocket launchers, and grenades, the minimum prices need to be higher than where they currently stand in beta.
Just a quick idea to add to that...
Perhaps for some "rarer" items, to make sure that the server does not get flooded with them, maybe make restrictions on stock that can be imported - such as, restrictions on available imports.
Same could be applied to certain vehicles, as we don't truly want 300 Infernuses.
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Maybe make some kind of 'shipment' time, like you could only stock up on 1 Infernus each day.
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There is already a restriction.
That is its price.
Why would you buystock 100 miniguns, when no-one is gonna buy them :)
The biz will automatically go in loss, the owner wont make the same mistake again.
Also, Minigun is VERY expensive.
Though its ammo costs 5$ per bullet (which is less than sniper).
But consider its fire-rate.
You are actually spending 500$ if you fire minigun for 10 seconds.
Actually M4, Ruger and M60 are more powerful than minigun.
Since you cant crouch/jump while holding a minigun. There are high chances of dying if you miss the first 5 shots.
Rocket launcher is not overpowered at all.
To efficiently use it, you need to have good amount of ammo(expensive), knowledge of rocket-slide glitch (which is risky as hell, not allowed either).
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I agree with this idea, because it would actually add fear of guns. For example when you point your colt at civilian, he doesnt give a f*ck because they're like "Pfft.. This is a colt, what can it do.."
BULLSHIT
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I agree with this idea, because it would actually add fear of guns. For example when you point your colt at civilian, he doesnt give a f*ck because they're like "Pfft.. This is a colt, what can it do.."
BULLSHIT
So basically what you want to do is go around inciting fear in people...
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So basically what you want to do is go around inciting fear in people...
JA!
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To reiterate:
Actually, no, it won't be possible. This is a Liberty Unleashed/Vice Unleashed thing, and if we're lucky, then maybe we'll see it when VC:MP 0.4 comes out (if it ever does...)
There was a wep damage function in Pawn too, tho I never tried it.
IMO shitty weps are supposed to be shit and cheap, where as overpowered are supposed to be overpowered and expensive.
Also, Ive hardly seen a regular player having a problem with wep damages.
I would hate to see some guy NOT playing on Argo coz it has "weird" weapon damages :)