Bullet Damage


(Strifee) #61

Majority of these posts is for more or for keeping the same…would be very interested to hear from one of the few that say less damage and reasons to warrant that vote. All posts so far have been intelligent and excellent cases to argue for both sides. Just another aspect making this game awesome


(INF3RN0) #62

This is a very complex subject as bullet damage should be dependent on the weapon type. I however would only like increased bullet damage to headshots specifically, and a lowered rof if it were to increase in all areas. Still I strongly argue that creep spread is a stain on the game, as it does more to negate aim skill rather than add weapon control skill. The only reason why it worked in RTCW (though I never played it) imo was due to the extremely high headshot damage and the huge decrease in spread when crouched in coordination with the map design.


(HellToupee) #63

HS damage was offset by the health a bit, medics added 10hp to everyone and capped out at 140hp. Rego and feedback were just better, you got visable smoke puffs on the hit location etc


(tokamak) #64

Yeah too many random long distance kills that had nothing to do with aim. Increase the weapon fall off but make ironsights more stable and accurate, that way players need to nail several aimed hits at a long distance. It won’t really affect the close combat fights due to the crappy vision and movement the ironsights currently offer. I mean, I don’t like that either but it’s the consensus that IS shouldn’t be a close quarter thing so I live with that. All I want is long distance fire to be less random and more about aiming.


(Rex) #65

I didn’t vote for anything, because we need lower spread first and then we can talk about bullet damage etc.


(chippy) #66

Wait what? Make them even more stable and accurate than they already are? I’ve yet to come across a situation where I’d use them and wished for them to be more stable, let alone accurate.


(tokamak) #67

Is what you’re actually trying to say.

Both changes, the dropoff and the increased accuracy need to be taken together. Everyone still kills the same amount of people over a distance, it’s just that the outcome will be less random.


(chippy) #68

Uhm, not it isn’t.

The ironsights are working, maybe not perfectly but close, for me. It might be because I play with a 110 FOV leading to longer shots a tad more difficult using hipfire.


(tokamak) #69

They’re entirely a different deal than in ETQW and even ETQW has modest ironsights.


(Violator) #70

I’m finding Ironsights are more useful at medium / long range, but that could be due to the lack of a dot cursor currently in hip-mode so easier to aim. Short-range I’ve pretty much given up on due to lack of skill / fps lag :).


(Patriotqube) #71

Make it so we have 3 headshots todo a kill with normal weapon and 6 to 8 body shot, actaully try set it up like it is in et and then fine tune the medic from that. rest will be perfect from beginning


(Valdez) #72

The damage fall off at long range is already pretty severe. 7dmg per bs and 14 per hs how much lower do you want it??


(ImageOmega) #73

I think you are on the right track here. Definitely three shots to the head should equal death (~34 damage per bullet). Right now it does take about 8 body shots to kill someone. Seeing this being lowered to 6 would be nice.

I think if we did this for most of the smg type weapons it would be a good fix. And if damage was slightly upped on the soldier it would make him a formidable killing machine. Which in turn would add tremendous value to him as a class and maybe make the class played more.

I am, however, totally for trying an alternate route such as decreased spread like murka suggested.


(INF3RN0) #74

This. This. This. This. +rep. Been saying this was the main problem since day 1. And gibe a crouch modifier of some sort :o, at least for certain weapons it would make sense (ie heavy).


(Apples) #75

Well with my warping and registration problem to me it’s more 25 bullet to kill anyone, so stop whining ^^


(shirosae) #76

I really liked the way ETQWpro had things going: Accurate guns, 3 headshots to kill, ROF a bit slower than DB, large hs damage multiplier. You got fights that might last a second or two with the dodging if you both saw each other, you could drop people in about a quarter of a second if all your shots were on target, and you could get 4ish killstreaks up close if you were good and you got a little bit lucky with timing and positioning.

…I don’t think me asking for ETQWpro2 is the best way to approach DB, even though I’d love ETQWpro on a better engine. I won’t be complaining if the gunplay ends up exactly like that, but the game has to develop to whatever works on this engine with these mechanics.

IMO: Lower the spread bloom until the guns are consistent. Maybe leave more creep on high ROF guns if you really want to distinguish them. When stuff is consistent, start looking more closely at ROF, TTK and damage numbers and hs/body ratios. I suspect 3 hs will feel better than 4, but I don’t think we’ll know until the spread is better and we can see how it plays with DB’s player movement speed. More obvious hit indicators will probably make a big difference too.


(Rex) #77

[QUOTE=shirosae;427203]I really liked the way ETQWpro had things going: Accurate guns, 3 headshots to kill, ROF a bit slower than DB, large hs damage multiplier. You got fights that might last a second or two with the dodging if you both saw each other, you could drop people in about a quarter of a second if all your shots were on target, and you could get 4ish killstreaks up close if you were good and you got a little bit lucky with timing and positioning.

…I don’t think me asking for ETQWpro2 is the best way to approach DB, even though I’d love ETQWpro on a better engine. I won’t be complaining if the gunplay ends up exactly like that, but the game has to develop to whatever works on this engine with these mechanics.

IMO: Lower the spread bloom until the guns are consistent. Maybe leave more creep on high ROF guns if you really want to distinguish them. When stuff is consistent, start looking more closely at ROF, TTK and damage numbers and hs/body ratios. I suspect 3 hs will feel better than 4, but I don’t think we’ll know until the spread is better and we can see how it plays with DB’s player movement speed. More obvious hit indicators will probably make a big difference too.[/QUOTE]

Yup, good points, summed it up once again.


(tokamak) #78

ETQW fights were deeply satisfying. And the best thing about it is that once you had them down, once you got reasonably proficient you could just rely on intuition while the logical part of the brain sits back and figures out how to steer the fight so that it improves the tide of the match in a more effective way.

In ETQW, the firefights were a means to a much better end. It wasn’t just a series of duels. In DB and to a lesser extend in W:ET the game revolved to much around the weird dance clashes.

I have no idea, I don’t know how the curve looks. Anything I say would be taken as some arbitrary cut-off point. All I can say is that opening fire while ironsighted on someone at a long distance, who then turns around and fires a few shots through your skull merely by the grace of lucky spread is extremely frustrating.


(HellToupee) #79

[QUOTE=tokamak;427228]
I have no idea, I don’t know how the curve looks. Anything I say would be taken as some arbitrary cut-off point. All I can say is that opening fire while ironsighted on someone at a long distance, who then turns around and fires a few shots through your skull merely by the grace of lucky spread is extremely frustrating.[/QUOTE]

If they are hitting multiple headshots on you at long distance that is not the spread, they are aiming for your head likely also with ironsights. Spread would make multiple HS much less likely.


(warbie) #80

I hear that.

re. ironsights - i’m a devout ironsight hater, yet am finding them useful at distance in DB. They’re way down on the list of things that needs addressing.