GoldenEye: Source Forums

Debriefing => Impressions & Feedback => Topic started by: †ProphetOfDoom on March 25, 2010, 09:23:45 pm

Title: Weapons Feedback
Post by: †ProphetOfDoom on March 25, 2010, 09:23:45 pm
I really enjoy the mod as it brings much of the original Goldeneye back to near perfection. However the game Goldeneye Was not perfect and I wished to see some upgrades tot he n64 version as well. 

First I would like to see the KF7 damage be increased. because like the ak47, the damage is greater than the m4 or AR but it is less accurate. Both weapons accuracies are fine and they both shoot great.

For all weapons, a head shot with or without armor should be an instant kill. The heads aren't really that easy to hit especially with rapid fire accuracy. The one that pulls that off the best is the p90. So when bullets hit the head its because of a chance or aimed skill.

Shotguns should be an instant kill if its a direct hit at close range on the head.  I hate shooting guys what seems 3 or 4 times in the face with the shotgun and they don't die. Armor doesn't really protect the head.  If there were more instant kill head shots, it would not be quite as like Golden eye for the N64 but i believe it would add more fairness in the skill it takes to defeat an opponent.

And the klobb... It was worthless int he original and Why make it worthless now?

Also the pump shotgun should have slightly more damage and slightly more range than the automatic shotgun. The shotgun shell uses its explosive power to propel the projectile down the barrel. An automatic uses some of that power to cycle a new round in the breach causing it to be slightly less powerful.

Also Hit registration seems to be a bit of a problem" On the Chicago server with good ping players get blood but no kill.
Title: Re: Weapons Feedback
Post by: Jonathon [SSL] on March 25, 2010, 09:53:43 pm
These won't be changing because all of our weapons are the exact same as the original game in every way.

Damage, Rate of Fire, Penetration, and other values all remain the exact same, with some tweaking on some of the weapons such as the Autoshotty and RCP-90 to keep them balanced.

A headshot does 50 damage (1/2 life at full health, 1/4 life with armor), and then there's the knockback + invulnerability period on the target that you've hit. This is a gameplay feature from GE64 brought to GES, making insta-kills impossible.

Hit registration is at its absolute finest right now. Players move more slightly more slowly than other games (7/8 the default speed), and many optimizations to Valve's existing code have been made to further enhance hit registration.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 26, 2010, 12:50:15 am
Ohh what crushing news. Invincibility period.. Ahh I wondered why my shots weren't killing them... man. Disappointment. Its a shame that the features that shackled ge64 were transferred over to the remake.
Title: Re: Weapons Feedback
Post by: Jonathon [SSL] on March 26, 2010, 01:14:24 am
They didn't "shackle" GE64 whatsoever; these are balancing features that allow for fairer fights.

Say someones spraying at you with an RCP-90, and you have a significantly weaker weapon such as the PP7. The invulnerability period + pushback gives the PP7 user the ability to fight back without being hopelessly overpowered. Both weapons do 50 headshot damage, but the RCP-90 has extra spraying capability.

If it had detracted from the GE64 experience, it wouldn't have been added to GES.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 26, 2010, 01:33:32 am
Thats why the pp7 1 headshot kill would work out well against the rcp. Say the rcp is spraying at you and you get a good headshot off. RPC > pp7 but if you are gonna try to fair it up then let the 1 shot kill be. Otherwise you are plugging into this rcp guy and hes not being damaged due to some "invincibility" time period.
         So you are giving the rcp the edge in the firefight with the temp invincibility after taking damage.
          As of right now its pretty difficult for one person to take down two people because of the mess. I guess that's the way the game was designed but it really feels like its shackling my game play experience and hindering my skill. Oh well still a good game.
         But I know a few other players who feel the same way and would actually rather have it set to more realistic damage. It gives the guns a beefier feel and overall better gaming experience if they don't feel like the guns they are using are weak or are being hindered in some way. whats the point of shooting at 30 shots / second when your opponent can only take damage every lets say 1 second?
        I mean who wants to get the jump on someone and shoot them 4 times with their kf7 only to lose because your bullets were going into their head but not at the time period that it was allowed to take damage. Causing massive missing and frustration. It makes the kf7 feel weak.
Title: Re: Weapons Feedback
Post by: Mangley on March 26, 2010, 02:32:36 am
What would be the point of having 27 unique weapons just to make them all fundamentally 'equal'? Every weapon in Goldeneye has its individual identity and purposes.

Goldeneye is all about choices and tactics at the end of the day. Don't whine about having to face players with more powerful weapons, you should be trying to get to those weapons first! That's where you're going wrong. Also, you don't seem to have grasped how balanced GE:S really is.

I recommend you play more, try to find your feet and understand better why the game is the way it is. The game isn't wrong, you're just not playing it right.

If you want realism then go look at all the other generic shooter games out there.
Title: Re: Weapons Feedback
Post by: killermonkey on March 26, 2010, 02:36:26 am
http://wiki.goldeneyesource.net/index.php/Beta_4_Release_Documentation#Damage_and_Invulnerability

Read, understand, and respect.

The discussion is over and it is not changing so you might as well stop making the arguments. Your implementation would completely RUIN the game. Don't trust me? You would if you were on the team when we actually did have realistic damage and shit that I implemented. VC came back and adjusted everything to GoldenEye spec and the game instantly became 100% better and it is entirely up to your skill to succeed. The weapons are merely your tools to dominate.

You are relying on your weapon way to much to be the skill.

COD and CSS have taught all gamers BAD BAD BAD GAMEPLAY. Real Life != Good Gameplay. I wish COD 7 would implement a system where if you die in the game it instantly crashes and will never start again. That's realistic.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 26, 2010, 03:01:22 am
How about making a game mode with those "realistic" weapon damage properties then? If we meet point blank around the corner and he has a rcp90 and I have a pp7, and I shoot him in the head as soon as hes open, before he realized I was there, Do i not deserve to kill him because a 9mm is sufficient enough for a fatal head shot?

How about if I fire 3 rounds into an enemy, do I not deserve all 3 rounds causing damage?
Title: Re: Weapons Feedback
Post by: killermonkey on March 26, 2010, 04:19:54 am
HAHA good gaming with you tonight :-D
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 26, 2010, 06:38:24 am
LOl @ Lead Dev without Rcon. KEKE GG... Imagine what id be like If I wasn't penalized by the damage system.
Title: Re: Weapons Feedback
Post by: Wake[of]theBunT on March 26, 2010, 07:24:01 am
How about if I fire 3 rounds into an enemy, do I not deserve all 3 rounds causing damage?

Goldeneye64 is a GAME, and GE:S is a recreation of that GAME, which obviously both incarnations say you don't deserve it. You want "realism" join the army or play [enter generic everyday title here] and stop trying to troll our community.

It's one or the other. You either love ge64, or you don't? in which case if it's the latter you can by all means run along anytime you want, or reign in your narrow minded and incorrect viewpoint in order to harbor an enjoyment of our hard work :D
Title: Re: Weapons Feedback
Post by: killermonkey on March 26, 2010, 12:35:22 pm
Wake, it's ok. We had a fantastic fight last night in WnX servers and looking forward to more. He is by no means a troll and is actually quite skilled. It's ok, his mind will be broken soon :-D
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 27, 2010, 04:27:05 am
I love Golden eye for n64... My same complaints about that game are the same in this game for the Computer.... Regardless I will still own you.
Title: Re: Weapons Feedback
Post by: terps4life90 on March 27, 2010, 12:55:16 pm
This is a serious question, could you make the klobb stronger, because i feel that i have to put 3 clips into someone to kill them and sometimes even that fails and i hit them everytime and some how they shoot me once and they kill me.
Title: Re: Weapons Feedback
Post by: PPK on March 27, 2010, 02:22:36 pm
This is a serious question, could you make the klobb stronger, because i feel that i have to put 3 clips into someone to kill them and sometimes even that fails and i hit them everytime and some how they shoot me once and they kill me.

If I'm not mistaken, the Klobb has been buffed for Beta 4. It is still supposed to suck and make you use your hands instead of firing it, mind you.
Title: Re: Weapons Feedback
Post by: coolDisguise on March 27, 2010, 03:57:34 pm
In Beta 3 the Klobb was indeed really weak, meaning you missed a lot and if you didn't miss you barely did damage, so everyone could be advised (unless it was LTK and you started out with a Klobb) to run across the whole map to knife someone who was shooting with a Klobb instead of trying to shoot back with his own Klobb.
Doing so in Beta 4 is a bad idea, because you'll often end up getting a headshot killing you, which proves the Klobb has been buffed a lot.
Compared to other serious weapons it still sucks, but that's the way it should be. In GE64 in SP you would only use the Klobb if had two of them and only in the Surface mission(s).
Title: Re: Weapons Feedback
Post by: Rodney 1.666 on March 27, 2010, 04:03:03 pm
Keh, I use them in the Archives as well, as an ammo saver. ;)

The Klobb was only buffed for this release because the control-stick-to-mouse transition breaks something in the accuracy of the gun. (VC explained it all in detail but I can't teach it right so I won't try...)
Title: Re: Weapons Feedback
Post by: Jonathon [SSL] on March 28, 2010, 12:11:50 am
You're better off using the Hunting Knife Rather than the Klobb, it has a long range for a melee weapon and does 70 headshot damage (I think). If there's two people fighting, with one using a Klobb and the other charging at him with a knife, the knife guy has better chances of winning.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 30, 2010, 01:31:46 am
Ok so there are a lot of complaints about the original GoldeneEye Damage system. Its so cool that you devs decided to implement every aspect of ge64 into GE:S even its crippling damage system. All that we ask is an option to turn the damage system into a more realistic damage system. Will adding an option for servers to have a more realistic damage system ruin the game. I don't think it would at all. Adding a little option here would not ruin the game. I mean come on you guys added the jump feature in which is totally not in the original version. Also moving while aiming is not in the original version. So there are 2 things you guys added in for god knows what reason to subtract from GE64's originality. Why not add an option to make the game more fun for the supporters of this mod as well. I mean im not going to stop playing if you guys dont, I am way too good to quit. but for many of us It would be more fun using our skill to win, instead of a crutch for the lesser skilled players to get a chance on us.
Title: Re: Weapons Feedback
Post by: Mangley on March 30, 2010, 01:41:02 am
Oh God, just ignore this guy. I played with him yesterday... he's quite funny but a total troll.

Talking out of his ass.
Title: Re: Weapons Feedback
Post by: Nozzy06 on March 30, 2010, 02:59:14 am
The weapon damage is serious FINE, how can't you see that? I've been playing GE:S for a long while and I've never had any problem with damage. It's not flawed or crap or anything it's nearly perfect. No one is going to change it to suit your liking because It's already about as good as it can be. I have no problem getting kills neither should you.
Title: Re: Weapons Feedback
Post by: RobbeR49 on March 31, 2010, 01:41:36 am
There is a "realistic" mode. It's call LTK. You get shot, you go down. Sounds realistic to me.

If you wanted more realistic maybe there could be a new gamemode: You only live once.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 31, 2010, 04:51:53 am
No cause theres armor zones that keep you up and a shoulder shot may not be a kill shot.
Title: Re: Weapons Feedback
Post by: Koba on March 31, 2010, 11:57:57 am
What if I shot you in the knee caps? You shouldn't be able to move around.
Title: Re: Weapons Feedback
Post by: Kinky on March 31, 2010, 04:39:00 pm
Realism =/= Gaming

"Oh he shoot me in the foot and ran away, now i have to hobble around and slowly bleed to death... awesome"
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 31, 2010, 08:44:20 pm
it doesnt even have to be that specific. No bleeding out encessary
or slowing down. Keep the damages the same and just take out the invulnerability. Just bring back singleplayer damages and physics. for multiplayer. The damage that is done when you shoot an AI soldier
Title: Re: Weapons Feedback
Post by: coolDisguise on March 31, 2010, 09:11:44 pm
Realism =/= Gaming

"Oh he shoot me in the foot and ran away, now i have to hobble around and slowly bleed to death... awesome"

OMG America's Army strikes again - with all campers 'n stuff. >.<
Never understood why anybody would want to play such a game anyway. ^^

it doesnt even have to be that specific. No bleeding out encessary
or slowing down. Keep the damages the same and just take out the invulnerability. Just bring back singleplayer damages and physics. for multiplayer. The damage that is done when you shoot an AI soldier

Since invul. is a key mechanic which is kind of unique to Goldeneye (feel free correct me on that but I haven't seen it elsewhere) it's highly unlikely that it will ever be cut out.
By slowing down you meant aim mode, right? Well, this is something that is actually realistic, since when you concentrate to shoot at a target you wouldn't be a able to sustain the accuracy while running all over the place.
So in a sense just what you wanted. :p
Concerning that bleeding for nothing: it's Valve's fault, as far as I know. As far as I understood this is basically the engine guessing (locally) if you probably could have hit someone and then spawns the blood (locally) and asks the server afterwards, spawning the blood on the server as well if a hit was registered. Anyway waiting for the server to answer could cause strange behaviour like you hit someone and the person walks away and bleeds 1 second afterwards. :- /
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on March 31, 2010, 10:37:50 pm
Ok, obviously you are having a hard time sinking this in. Its ok I am used to dealing with newbies. The fact is, the enemies in single player didn't have that invincibility period. I want to transfer that over into a game mode for multiplayer. How hard would it be? It wouldnt completely change a game if you didnt play that game mode. In fact you could ignore the change completely if you are scared of instant hit counts. And you cant aim faster than the more skilled players and you die so much that it makes the game less enjoyable for you. How hard is it to transfer singleplayer damage physics over for a multiplayer game mode. Not all of the enemies had an invincibility period in GE singleplayer. How many times do i have to repeat myself until someone of intelligence responds. i feel like I am praying to god at this point.
Title: Re: Weapons Feedback
Post by: kraid on April 01, 2010, 09:08:08 am
Quote
How many times do i have to repeat myself until someone of intelligence responds.
Talking like this won't bring you any further.
We understood what your suggestion was about and you allready recived your answere.
Repeating it over and over again won't lead to other answeres.

I'd suggest you to appologize for calling everyone who posted in this thread dumb/unintelligent.

Quote
Its ok I am used to dealing with newbies.
So are we. Look next to your name, you're the newbie here.
Title: Re: Weapons Feedback
Post by: keefy on April 01, 2010, 08:44:55 pm
Giving server admins the ability o adjust weapon damages is not good it creates a too varied gameplay mechanic
1 server has high damage
another uses defaults
another tries to balance the weaker/stronger weapons  L
All server admins will have their own view on what right and wrong.

There is already a huge variety of game play options from FFA to TDM to gungame to instagib (LTK) and more.

I do think the invuln could be tweaked though soemtimes it can seem random as to how many bullts I need to take someone down adn for them to take me down

Title: Re: Weapons Feedback
Post by: killermonkey on April 01, 2010, 09:17:16 pm
There is no probability in the invulnerability mechanic. There is a bonus for low-health meaning you get more invulnerability when you are < 50% health increasing linearly the lower health you go to a maximum of 1.27 seconds at 1%.
Title: Re: Weapons Feedback
Post by: †ProphetOfDoom on April 02, 2010, 06:09:58 am
There is no probability in the invulnerability mechanic. There is a bonus for low-health meaning you get more invulnerability when you are < 50% health increasing linearly the lower health you go to a maximum of 1.27 seconds at 1%.
[/quote

so you just make it worse then.
Title: Re: Weapons Feedback
Post by: killermonkey on April 02, 2010, 01:04:49 pm
Locked.