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Damage and class limitations[FIXED]

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(@bullet-bait)
Estimable Member
Joined: 16 years ago
Posts: 188
 

Re: Damage and class limitations

Well as a matter of fact Sten damage is higher than default, but if you want it set back to default I’m sure we can accomodate that… 😆


   
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(@blackhawk)
Estimable Member
Joined: 15 years ago
Posts: 204
 

Re: Damage and class limitations

Ok guys thanx for the input. Heres what I’ve done to test the settings today.

Sten = 20 dmg
SMG = 25 dmg
and I’ve set knock back to 150 as it seemed much higher before.

These are some settings Phat and Joker helped me to test today and they seem to increase the fun ratio +1. Hope it all works ok.

Cheerz Mick.


   
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(@ncjoke)
Trusted Member
Joined: 16 years ago
Posts: 53
 

Re: Damage and class limitations

sweet. its good you didnt carry out your further threat of slowing the FG42 down.


   
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(@the-admiral)
Prominent Member
Joined: 16 years ago
Posts: 726
 

Re: Damage and class limitations

With even damage for sten and SMG, sten rapes SMG. It was tried on the server before, you would have at least one third of the teams going sten as it shot faster and was more accurate than any enemy medic. Neverever should they have the same amount of damage, it is one of the easiest ways to unbalance everything.


   
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(@ncjoke)
Trusted Member
Joined: 16 years ago
Posts: 53
 

Re: Damage and class limitations

wikipedia source. unreliable but hey.

STEN:

Cartridge; 9x19mm Parabellum
Action; Blowback-operated, Open bolt
Rate of fire; version dependent ~500 round/min
Muzzle velocity; 365 m/s (1,198 ft/s)
Feed system; 32-rd detachable box magazine
Sights fixed; peep rear, post front

MP40

Cartridge; 9x19mm Parabellum
Action; Straight blowback, open bolt
Rate of fire; 500 rounds/min
Muzzle velocity; ~380 m/s (1,247 ft/s)
Effective range; 100 m
Maximum range; 200 m
Feed system; 32-round detachable box magazine
Sights; Hooded front blade, fixed and flip-up U-notch rear

THOMPSON

Cartridge; .45 ACP (11.43 × 23 mm)
Action; Blowback
Rate of fire; 600-1200 rpm, depending upon model
Muzzle; velocity 920 ft/s (280 m/s)
Feed system; 30-round Type XX box magazine

according to this, the MP40 is more powerfull than the sten, just, but the thompson is more powerfull than both, but is less accurate. Is there anyway to adjust thompson.mp40/sten to r/l damage in ET?

and also, the mobile MG42 are way more powerful in r/l than on OZ, could this get a boost aswel on power? it is a light machine gun after all…


   
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(@middy)
Estimable Member
Joined: 16 years ago
Posts: 209
 

Re: Damage and class limitations

jeeze follow KISS, KEEP IT SIMPLE STUPID.
Stop playing around with the values and leave it on default.

@blusky – the stens compensated with the faster fire rate and accuracy already, if the dmg is the same as mp40/thompson by default then by all means revert it back.

I agree just leave it default.

I come up against medic whores and I don’t know about everyone else but I’m killed sooo quick…why r u increasing smg damage so much?

just because rnade kills you a few times that’s what supposed to happen in game they’re trying to do the obj instead of Blusky or Kane:Headshot owning everyone they come up against 100% of the time.


[url][/url]


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

Re: Damage and class limitations

I always thought the sten was the same damage as the mp40 + thompson.

It just seems much weaker on OZ maybe.

half your skill is in your config


   
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(@raven)
Eminent Member
Joined: 16 years ago
Posts: 37
 

Re: Damage and class limitations

and also, the mobile MG42 are way more powerful in r/l than on OZ, could this get a boost aswel on power? it is a light machine gun after all…

If you did that everyone would be going FG42 since it is one of the best weapons in real life against those others (from memory).
Also about damage, why did the sten get upped? It’s firing rate is insane and coupled with an upped damage it will make for really interesting read:unfair times for some. It is a hackers favourite weapon for a reason, don’t go giving them more reasons to prawn harder 😛

Cheers


   
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(@ragincajun)
Eminent Member
Joined: 16 years ago
Posts: 37
 

Re: Damage and class limitations

and also, the mobile MG42 are way more powerful in r/l than on OZ, could this get a boost aswel on power? it is a light machine gun after all…

If you did that everyone would be going FG42 since it is one of the best weapons in real life against those others (from memory).
Also about damage, why did the sten get upped? It’s firing rate is insane and coupled with an upped damage it will make for really interesting read:unfair times for some. It is a hackers favourite weapon for a reason, don’t go giving them more reasons to prawn harder 😛

Cheers

Ok Fire Rate for sten cannot be changed it does fire at the rate it does “no cvar to change its “fire rate” just dmg” same as fg42 cannot be cvar manipulated to fire slower.Reload tho is faster also not cvar controled. it is a hackers fav weapon because it has how can i explain this … a hold down effect.With sten u hold = mouse to fire.. have no other way to explain this .. but the sten = hold and smg = burst shots? i cant explain what i see? but a bot cvar can use the sten > smg. it is hard to put into words.MG42 (deployable is weaker on OZ than irl) if a MG42 deployable was to shoot your ass you would be dead in < 3 bursts.it is a Small portable Tank Gun.


   
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(@raven)
Eminent Member
Joined: 16 years ago
Posts: 37
 

Re: Damage and class limitations

Ok Fire Rate for sten cannot be changed it does fire at the rate it does “no cvar to change its “fire rate” just dmg” same as fg42 cannot be cvar manipulated to fire slower.Reload tho is faster also not cvar controled. it is a hackers fav weapon because it has how can i explain this … a hold down effect.With sten u hold = mouse to fire.. have no other way to explain this .. but the sten = hold and smg = burst shots? i cant explain what i see? but a bot cvar can use the sten > smg. it is hard to put into words.MG42 (deployable is weaker on OZ than irl) if a MG42 deployable was to shoot your ass you would be dead in < 3 bursts.it is a Small portable Tank Gun.

Did you even read my post or did you just misinterpret it?
I know the firing rate can’t be changed, I said that the already fast firing rate coupled with higher damage would make it for an insane weapon. I know why hackers love it, that’s why I said it. It gets the most headshots in the least amount of time, it’s just point and click and ting ting ting. Couple that with a short burst script and say goodbye to half the server due to rage quitting. As I was saying about the FG42 in real life, if it were modeled on real life, it would be the most powerful gun as it wasn’t a spray and pay weapon, it was accurate and it was deadly.

Cheers


   
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(@death_reincarnated)
Prominent Member
Joined: 16 years ago
Posts: 827
 

Re: Damage and class limitations

@blusky – the stens compensated with the faster fire rate and accuracy already, if the dmg is the same as mp40/thompson by default then by all means revert it back.

I got to agree with you there. If stens damage was as high as Thompsons/MP40 then watch how people would get owned by good players. Its a Ying-Yang thing if you think about it. Sten has the plus of accuracy but you cannot hold the fire for too long. TH/MP40 on the other hand are less acurate but more powerfull. In the end its all about the tint-tint-tint but to a average player weapons need to be balanced, aspecially on a public server since the skill level is wide…you would not want to have all weapons have the pluses from other weapons into one…trust me.

As for rnade and panzer limitations. 1 panzer per team is too harsh IMO but if it works on your server then keep it that way. Because you have this limiation on panzer I would encourage you to limit rnade to 2 per team; not 4. Rnade and panzer are considered heavy weapons. In the hands of noobs they are as deadly to their team as a panzer would.

You want to encourage people choosing different classes other than medic yet you do not encourage them to choose other weapons other than rnade; an enginner can still have TH/MP40 you know. This almost looks like what you had going with people spamming being medics, but instead its rnaders.

I still think two panzer per team should be set; aspecially when you get to 10vs10 or above.


   
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(@bullet-bait)
Estimable Member
Joined: 16 years ago
Posts: 188
 

Re: Damage and class limitations

Theses are all good thoughts keep em coming.
Death on the note of panser and rnade, at the present settings for recharge rate and splash damage, I wouldn’t want more than 1 panser a team, and I do think 4 rnades per team is a bit of over kill. At the moment ppl are spamming rnade and panser and making it all most impossible.

If we were to make it 2 pansers per team I’d like to see the damage rate set to default and the recharge rate at default as well, the same goes for rnade either at the current damge settings limit it to 2 a team or leave it at the current 4 a team but default damage and recharge rate.

Comments???


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

Re: Damage and class limitations

It’s a game, don’t make it like real life….

Sten just feels so weak against a medic, cos they have more HP(like 30-50 isnt it?) and they do more damage.

Death, more panzers is a bad thing level 4 panzer is probably BETTER than the medic class and to make things worse it’s very noob friendly, plus on the OZ server panzer needs like 3 seconds to be able to shoot the next one.

I think OZ made a good decision limiting panzer to 1 per team.

@Bullet Bait, I agree with you on everything you said in your last post, although I think leave the panzer as it is (limited to 1, charge, damage) because it’s fun like that and most importantly – different to other servers.

4 Rnades is a bit much it surely feels like 4 is not the limitation. Maybe you can nerf Rnade charge – it’s overpowered because it’s ARGUABLY BETTER than a panzer, you have more shots and can shoot round corners, plus there’s no down time because of the fast charge. Possibly nerf rnade charge and damage but buff unscoped garand/k43 damage?

half your skill is in your config


   
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(@nelots)
Noble Member
Joined: 16 years ago
Posts: 2047
 

Re: Damage and class limitations

It’ll be good if you guys stop altering the damage values and leave it on default.
Think about it, the most powerful class without a doubt would be medics since its XP save forever.
They have extra 25hp or something like that with the added bonus of packing themselves and health regen.

You’ve already restricted panzers to 1 per team, rnaders may seem annoying but bear in mind it takes skill to pull off the rebound shots since spray and pray does not work.

If you want to keep it even then revert everything to default. Playing around with the values too much specially when the server is set on XP save forever is going to end with people constantly wanting changes to suit whatever class they prefer playing as.

Any chance you can put that instantgib on? takes like 30stabs with the knife to gib a damn corpse these days…… and thats complete with the teabagging special gib package!

Your an inbecile full stop.

noobItUp <> sorry I started playing with butz again


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

Re: Damage and class limitations

rnaders may seem annoying but bear in mind it takes skill to pull off the rebound shots since spray and pray does not work.

No, no it doesn’t take skill.

half your skill is in your config


   
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