Standard weapon balance

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Azarael
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Re: Standard weapon balance

Post by Azarael » Sun 27 Nov , 2011 12:14 am

Flak balls.

Understand that I'm not denying these weapons have specialised uses. What I'm saying is that other weapons have specialised uses AND work for general combat, whereas the Bio primary and Link primary serve no general combat role. Pick up a second AR and you've got a better weapon than if you picked up a Bio or Link.

Regardless of the outcome of this discussion, I will most likely edit my own maps to use empowered Bio-Rifles and Link Guns so that the effect of such buffs on the gameplay can be observed. Make it a stipulation if you want.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Thu 01 Dec , 2011 6:12 pm

Just before I get new weapon models, I'd like to point out that having a new weapon model doesn't do anything for players who don't play with weapons visible, the Weak Minigun doesn't use a different model and adding a new model would also add even more downloading to the server.

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Re: Standard weapon balance

Post by iZumo » Thu 01 Dec , 2011 7:39 pm

The idea coming for new look (models, name, could be sounds as well, projectile etc.) is to make it clear that the weapon went through changes and has a different use and what players are accustomed to from other servers won't work here. Secondly there is some unused stuff in UT such as UT2k3 Pulse Gun model. I actually had the Link Gun in mind which should be replaced as you're submitting major changes for it.

Weak Minigun, and probably the Bio having faster PRI, does not break above mentioned - you would still use Bio very similarly and perhaps could be more aggressive and you'll quickly realize Minigun is locked to altfire (even though the alt spread is slightly increased, and ammo is decreased).

Downloading isn't a real issue - server has excellent uplink so it goes fast; it only gets annoying if there is a lots of DL for a map.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Thu 01 Dec , 2011 7:51 pm

Accepted.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Wed 14 Dec , 2011 4:39 am

I've applied 3 changes to the server.

Link Gun -> Pulse Carbine

Pri projectile starts at 3000 speed instead of 1000 speed

Bio Rifle -> GES Bio Rifle

Projectile speeds increased by 50%

Weak Minigun -> Weakened Minigun

Altfire is standard, but has an unique death message
Primary fire deals slightly less DPS with lower spread and loses damage over range, dropping to 50% of original damage. After 768 Unreal Units, damage drops and reaches its minimum after 1500 more Unreal Units. 256 UU = 16 feet. Should deal with the issue of minigun pri spam being so good at range.

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Re: Standard weapon balance

Post by iZumo » Wed 14 Dec , 2011 1:53 pm

There is an error in new minigun ammo pickup, having the inventory type set to stock ammo.
btw. There also was an idea somewhere here (pruned) to half minigun ammo.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Wed 14 Dec , 2011 2:01 pm

Mini ammo max is 200 compared to stock 300.

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Re: Standard weapon balance

Post by iZumo » Mon 19 Dec , 2011 5:29 pm

In the current form Mini = fail. Race noobs started massively using it again and get effective because:
1) you're usually quite close to each other, thus the range penalty won't apply
2) Mini has 2 billions of ammo (it's 125/250+50)
which put us back into Minigun spammers times ._.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Mon 19 Dec , 2011 10:17 pm

I'll drop the ammo and range back.

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Re: Standard weapon balance

Post by Azarael » Sun 01 Jan , 2012 5:09 am

Fixed minigun spread on altfire.

Pulse Carbine now deals 24 damage per shot of plasma with a very slightly quicker fire rate, as a test, since some opine that Pulse primary is OP.

Bio-Rifle projectiles are faster and slightly larger.

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