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Weapon damage in 2.0

Marcell · 2273

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Offline MarcellTopic starter

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on: August 17, 2011, 03:41:55 pm
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 ? )




Offline muzdaaz

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Reply #1 on: August 17, 2011, 05:04:22 pm
I like this Idea. It would actually balance the weapons inside VC, which would find a tactical use in many situations.



Offline MarcellTopic starter

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Reply #2 on: August 17, 2011, 05:05:11 pm
thanks muz.



Offline Klaus

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Reply #3 on: August 17, 2011, 05:48:02 pm
Keep it how it is, I don't see any problems with the default


Offline Jaga848

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Reply #4 on: August 17, 2011, 05:53:10 pm
I like this idea very much. It would improve the gameplay a lot. It would be much more realistic.



Offline MarcellTopic starter

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Reply #5 on: August 17, 2011, 05:56:41 pm
@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



Offline Jaga848

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Reply #6 on: August 17, 2011, 06:23:05 pm
@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.  :)



Offline stormeus

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Reply #7 on: August 17, 2011, 07:01:20 pm
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.



Offline MarcellTopic starter

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Reply #8 on: August 17, 2011, 07:12:28 pm
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?



Offline Call_me_Dad

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Reply #9 on: August 17, 2011, 07:23:36 pm
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 :)



Offline MarcellTopic starter

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Reply #10 on: August 17, 2011, 07:37:08 pm
IMO shitty weps are supposed to be shit and cheap
Well, I fucking hope they will be like that in 2.0 :O



Offline muzdaaz

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Reply #11 on: August 17, 2011, 07:48:33 pm
Weapon cost:
([Weapon]+[Ammo])*[Ping/100]
 :rofl:



Offline stormeus

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Reply #12 on: August 17, 2011, 07:56:58 pm
([Weapon]+[Ammo])*[Ping/100]

50 / 100 = .5
Low pingers get half-price off :rofl:



Offline muzdaaz

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Reply #13 on: August 17, 2011, 08:11:22 pm
50 / 100 = .5
Low pingers get half-price off :rofl:

The less you lag the more you get :)



Offline Klaus

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Reply #14 on: August 17, 2011, 08:47:25 pm
Discount for low pingers? Yay!


 


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