Debriefing > Bug Reports & Fixes

Gun damage

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Death:

--- Quote from: Graslu on August 14, 2016, 08:41:16 pm ---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.

--- End quote ---

so... this mod rewards bad players with poor positioning / poor surroundings awareness?? LOL.

so instead of careful 1 vs 1 combat you are better off running and being shot at by multiple enemies at once so you become invulnerable haha

no wonder ive been in situations when its 1v4 and ive been able to kill them all with ease, you only take some damage when being shot by multiable
enemies at once, that explains a lot and is a terrible idea.

is this invincibility exposed in a config file / as a variable?

Graslu:
The point of this game is to engage combat always instead of trying to be situational or "careful", just like most arena shooters. It's weird to see someone getting focused on unless they're teaming on FFA (Which is bad) or something else like people shooting at the MWGG carrier, so seeing the invulnerability trigger is rare.

This is not about careful combat or rewarding poor positioning, you're supposed to be moving at all times, always; else you'll probably end up lower in the scoreboard since you only get situational kills without engaing into the combat.

You just have to take the invulnerability into account, that's why experienced players will know how fast to shoot or when to shoot instead of spamming into the enemies' chest or sometihng. If invulnerability triggers, you'll hear a different hitsound which sounds like a bullet passing next to you.

As for the invulnerability file, it's here. Look for "CalcInvul"

Entropy-Soldier:
Invulnerability is specifically designed to protect you in cases where 4 people decide to gang up on you, though it is more of a FFA mechanic than a team one.  You're still going to take more damage than you would 1v1, you're just limited in how much damage you can take within a certain period.  I would not advise engaging multiple people at once if it's at all avoidable.

If you really want to turn it off there's a method to do so through gamemode coding but it's not pretty.  We consider it a core mechanic of the game and thus want the experience to be consistent.  Future versions of the game might see the mechanic adjusted further but right now we think it's in a passable state.


Anyway as far as weapon spread modifications go I tested your file and it predictably makes the weapon go absolutely bonkers.  Are you sure you're replacing the file correctly?  The engine will always prioritize .ctx files over .txt ones and will ignore all .txt files if there is a single .ctx file in the directory.

I have no objections to you messing with the weapon values, but if you host a server with changed weapon files please CLEARLY MARK IT IN THE TITLE.


Anyway, glad you're enjoying GE:S enough to have so much dedication to improving it!

Death:

--- Quote from: Entropy-Soldier on August 14, 2016, 11:45:02 pm ---Invulnerability is specifically designed to protect you in cases where 4 people decide to gang up on you, though it is more of a FFA mechanic than a team one.  You're still going to take more damage than you would 1v1, you're just limited in how much damage you can take within a certain period.  I would not advise engaging multiple people at once if it's at all avoidable.

If you really want to turn it off there's a method to do so through gamemode coding but it's not pretty.  We consider it a core mechanic of the game and thus want the experience to be consistent.  Future versions of the game might see the mechanic adjusted further but right now we think it's in a passable state.


Anyway as far as weapon spread modifications go I tested your file and it predictably makes the weapon go absolutely bonkers.  Are you sure you're replacing the file correctly?  The engine will always prioritize .ctx files over .txt ones and will ignore all .txt files if there is a single .ctx file in the directory.

I have no objections to you messing with the weapon values, but if you host a server with changed weapon files please CLEARLY MARK IT IN THE TITLE.


Anyway, glad you're enjoying GE:S enough to have so much dedication to improving it!

--- End quote ---

Well if you only go invulnerable with 4+ attacking thats not really a issue imo,

yeah that file is a bit extreme after relooking i just realized i left the kick at 100,
without the kick at 100 the spread is virtually zero. i'm not after some crazy slow paced shooter
spread, but atleast "some" recoil haha.

as for the server i would absolutely advertise that it isn't stock weapon damage.

also i confirmed my file is working via setting rof to 1 second per shot.

Entropy-Soldier:
Well, invuln can kick in with as little as 2 players or even one depending on the weapon.  Klobb is particularly bad.  It's usually not something you run into though, since the DPS required to hit it with most guns is pretty high.

Anyway it's pretty weird that you're having this issue with the KF7.  Even without the kickback in the file (defaults to 0) it works as expected for me.

https://www.youtube.com/watch?v=9_fQQajqMgI&feature=youtu.be


I'm modifying these directly on the dev version though, so maybe that might be why it works for me?  Doesn't make sense to me since it's the same system and the only file that controls these values, but that's the only difference I can think of.  There is a formatting error in the file you posted (missing the last bracket) but I expect that's a copy/paste error and not present in the actual file.

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