Debriefing > Bug Reports & Fixes
Gun damage
Graslu:
Ah, thought you were playing around console commands. Sorry, my bad. E-S is the one that modified all the accuracy stuff so I don't know how he did it.
But yeah, don't expect movement penalties to accuracy, ever. Jumping is the only accuracy penalty you'll get that's related to movement. Same with getting kills dealing only a headshot or two with rifles, it'd totally destroy what this is meant to be.
Most of times you'll kill faster and easier with rifles than with a pistol unless they don't move or aim 24/7.
Not to mention that if you shoot fast with the sniper rifle it's pretty hard to hit anything, same happens with most of the rifles at mid range.
When accuracy changes were in development, I requested it to be so the first bullets always went to the center if you tapped or aimed, and that's what we got in the end, increasing the spread way more than what it was before. (Which was completely random and most of times first bullets never went to the center of the crosshair)
Death:
--- Quote from: Graslu on August 14, 2016, 07:22:37 pm ---Ah, thought you were playing around console commands. Sorry, my bad. E-S is the one that modified all the accuracy stuff so I don't know how he did it.
But yeah, don't expect movement penalties to accuracy, ever. Jumping is the only accuracy penalty you'll get that's related to movement. Same with getting kills dealing only a headshot or two with rifles, it'd totally destroy what this is meant to be.
Most of times you'll kill faster and easier with rifles than with a pistol unless they don't move or aim 24/7.
Not to mention that if you shoot fast with the sniper rifle it's pretty hard to hit anything, same happens with most of the rifles at mid range.
When accuracy changes were in development, I requested it to be so the first bullets always went to the center if you tapped or aimed, and that's what we got in the end, increasing the spread way more than what it was before. (Which was completely random and most of times first bullets never went to the center of the crosshair)
--- End quote ---
the current system stomps on people who pickup the bigger guns because they believe they will be better.
the pistols are extremely fast and accurate and deal kills in half the headshots. for someone who is able to aim and click like myself
it rendered the smg's and rifles utterly useless. the idea of it being area shooter style is 100% what it should be, however its current implementation is bad, the guns do less damage than weapons in the division.
that with what is ither very poor netcode / bad servers and you get 10+ headshots to kill with smgs, paintball guns are more effective at killing than the weapons in the game.
if i feel remotely up to it and figure out the current implementation i'm just going to make a custom weapon server.
Graslu:
Kills are supposed to take long unless you do headshots. If you try to rapid fire 2 shots to someone in the head with a DD44 for example, it'll trigger invulnerability and you'll have to wait until the third shot to actually kill him.
With automatics, you need 3-4 headshots to kill, and the invulnerability rarely triggers because of the damage they deal, so you'll kill faster with them.
The servers defaults on 66 tick so I'd say they're pretty acceptable for a game like this. On this version most of the shots I hit that show up with blood actually register, unlike on past versions. Of course some times it'll just eat the bullet and even if they had no invulnerability or anything the server just didn't register it. But not much we can do in this matter.
If they're taking "10+" headshots to kill, they probably have armor, which technically doubles their health. So if it took 3-4 before, they'll take 6-7 if they have full health.
I'm having no problem at all using rifles / SMGs over pistols and still staying on top. I just keep the pistols as a backup (whenever I don't have a shotgun or CMag / Laser) if I run out of ammo and don't want to reload or just want to finish somebody off.
Death:
--- Quote from: Graslu on August 14, 2016, 07:43:57 pm ---Kills are supposed to take long unless you do headshots. If you try to rapid fire 2 shots to someone in the head with a DD44 for example, it'll trigger invulnerability and you'll have to wait until the third shot to actually kill him.
With automatics, you need 3-4 headshots to kill, and the invulnerability rarely triggers because of the damage they deal, so you'll kill faster with them.
The servers defaults on 66 tick so I'd say they're pretty acceptable for a game like this. On this version most of the shots I hit that show up with blood actually register, unlike on past versions. Of course some times it'll just eat the bullet and even if they had no invulnerability or anything the server just didn't register it. But not much we can do in this matter.
If they're taking "10+" headshots to kill, they probably have armor, which technically doubles their health. So if it took 3-4 before, they'll take 6-7 if they have full health.
I'm having no problem at all using rifles / SMGs over pistols and still staying on top. I just keep the pistols as a backup (whenever I don't have a shotgun or CMag / Laser) if I run out of ammo and don't want to reload or just want to finish somebody off.
--- End quote ---
wait so if you shoot someone they become invulnerable!?
Graslu:
In past versions, yes. After every hit an invulnerability time would trigger on the opponent, meaning they'd take no damage at all for a brief period of time (maximum of 1.6 seconds if I remember correctly). This has been heavily tweaked for 5.0, I'll quote what Media 2 post said.
--- Quote ---Better Invulnerability
The first of the mechanics we took a long hard look at was invulnerability. There were some positive effects it had on gameplay as a mechanic based off of the original game, but the implementation in past versions of the mod limited the amount of viable strategies in a firefight, took depth away from the game, and could make players not aware of it feel that the hit registration was poor and unresponsive.
For these reasons we have reworked the mechanic extensively. It is no longer the defining combat mechanic it was in in past versions of the game. The new implementation of invulnerability now only limits the damage that a given weapon can deal per 0.5 seconds capping out at its original damage values. This means weapon balance is mostly unchanged, however, automatics now reward careful aiming much more than before. Invulnerability still protects you in cases where multiple people target you at once which was it’s original intention.
--- End quote ---
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version