Instagibs - Sniper Rifles & Explosives


(Chris Mullins) #1

Hey all,

Just wanted to get your thoughts on the following changes we’re now currently testing internally:

  • Removing automatic instagibs on Bolt Action Sniper Rifle Headshots
  • Removing automatic instagibs from explosives, such as Frag Grenades

This change would mean that instagibs would still be possible if the target is on low health and the damage ‘eats’ through the incapped health.

To compensate, we have made Bolt Action Sniper Rifles gib downed bodies in one shot, regardless of hit location, and increased the maximum inner damage for affected explosives, while maintaining the same outer damage as before.

Thoughts?


(god1) #2

Sounds great and I don’t see why this shouldn’t get out into public testing at least for one patch.


(affableTricycle) #3

Why are you asking for peoples’ thoughts? If you lot were paying ANY attention you would know that this is the one thing that almost the ENTIRE competitive community wants most.

Yes. Yes, everyone wants this.


#4

I’m not sure what exactly you mean by low health.
Does that mean light characters will get instagibbed even with full HP?


(Ardez1) #5

The changes sound good to me honestly. I like the idea of no gun being able to insta’gib without either the player already being in a weakened state or from explosives.

I also like the change with downed bodies. It was a waste of precious ammo before to have to burn multiple sniper shots into a downed body. My only concern with that is the ‘Any part of the body’ bit.

Overall this would increase the value and reward for medics, and I like that personally.


(DeaDmaN2be) #6

True. Sounds totally great.
Btw how much is the incapped health?


(fubar) #7

Only took you 6months.

But, why the heck explosives? They rarely already gib to begin with, the only real circumstance they do in, predictably and close to guarantee-able, are airstrikes. Neither are they permanently spam-able. They’re cooldown restricted abilities that need to hit within a specific range to gib, and even then most of the times they don’t due to perks and other shenanigans.

This is not comparable to Vasilli - at all.

Either way… yay?

Edit: Here’s the thing, while I love you for testing, proposing, gathering thoughts. If you take away explosive gibs… Sparks is going to be even more of a problem than she already is. Either fix gibbing and reviving to begin with or don’t even bother, for now.

Also the low hp thing needs to be elaborated more. Are we implying class hp = gib hp, ie fragger needs 250hp damage to be instagibbed from full hp.
With that, skyhammer, nader, etc have a base gib HP of 100, they’d still be instagibbed from a sniper rifle or fragger nade if hit by such at any value lower than 50 ‘alive’ hp? In other words, is it going to follow the currently implemented scenarios, merely with sniper instagib and explosive instagib removed or is this a new system entirely?


(watsyurdeal) #8

I don’t know, see, one of the most frustrating thing in the game, imo, is Medics. Because with any fight, you take someone down, you try to close in to knife them, or you have to waste your ammo to finish an enemy, and either way you’re left in a position where that Medic can turn a fight into a 2v1, or just kill you since you have really no way of dealing with them aside from your pistol.

My problem with the Revive mechanic is that I could put someone down multiple times but still get screwed because there’s no limit. I feel like Gib health shouldn’t restore, so if someone goes down a second time after bring revived, I can actually finish them.

Also, does this mean you’ll get rid of sway?


(Chris Mullins) #9

[quote=“affableTricycle;93924”]Why are you asking for peoples’ thoughts? If you lot were paying ANY attention you would know that this is the one thing that almost the ENTIRE competitive community wants most.

Yes. Yes, everyone wants this.[/quote]

Indeed we are paying attention and that is why we are testing it :slight_smile: We’re asking for your thoughts on this specific implementation. There are different ways to solve this issue and those little extras, like gibbing enemies in shot etc. are what we are looking for your feedback on.

[quote=“Kirays;93925”]I’m not sure what exactly you mean by low health.
Does that mean light characters will get instagibbed even with full HP?[/quote]

There is an amount of damage each Merc needs to receive in order to be gibbed. If a player is low then the damage will eat into their ‘gib damage’ and potentially kill them. Think of it like Phantom and his shield. If his shield is low and he gets naded the damage removes the remaining shield and eats into his health.


(Demolama) #10

Hey Shoe I was just talking about this today. Your internal testing is pretty much on the same page with the same solutions I had just posted about. There should not be two (if that is the case) gib health pools (one for a merc’s unique one-shot abilities to insta-gib players if it surpasses the target’s max health and a separate one for downed players).
Once a player’s health reaches zero any extra damage should go right into the gib health, period.

Thus, a Fragger with 150 living health + -100 gibbed health points when shot by a Felix should still have -92 gibbed health left. Thus, he would still be killed but not gibbed

The same could be said with Sparks with 80 living health ±90 gibbed health points should still be left with -12 gibbed health.

This change will also help eliminate all complaints about the other insta-gibbing weapons, including Fragger’s nade because unless a player is right in the center of the blast area they shouldn’t be getting insta-gibbed by a 150 dmg nade.


#11

@stayfreshshoe

Ah! Thanks for explaining.


(Pitman) #12

I just hope this won’t make medics too strong… you may need to lower the gib damage needed if thats the case


(Wolffe7) #13

Sounds good.
GM-Radrodo is gonna be sad cuz of these changes tho :tongue: He will need to change his name to GM-Sadfrodo again :smiley:


(god1) #14

How much is this health? The same as their base health? Don’t think there’s public info about it anywhere.


(SteelMailbox) #15

1st of all let me say you should do more of these (asking the community for balance changes before implementing them)
2nd. I want this, it is super annoying to spawn and then get instagibbed by a nade or a Vassili and then having to wait 19 seconds.


(affableTricycle) #16

[quote=“stayfreshshoe;93931”][quote=“affableTricycle;93924”]Why are you asking for peoples’ thoughts? If you lot were paying ANY attention you would know that this is the one thing that almost the ENTIRE competitive community wants most.

Yes. Yes, everyone wants this.[/quote]

Indeed we are paying attention and that is why we are testing it :slight_smile: We’re asking for your thoughts on this specific implementation. There are different ways to solve this issue and those little extras, like gibbing enemies in shot etc. are what we are looking for your feedback on.
[/quote]

Sorry if I came off as angry or confrontational. If anything I’m just excited.

…and frustrated that this took so long :stuck_out_tongue:


(fubar) #17

[quote=“god1;93937”][quote=“stayfreshshoe;93931”]
There is an amount of damage each Merc needs to receive in order to be gibbed.
[/quote]
How much is this health? The same as their base health? Don’t think there’s public info about it anywhere.
[/quote]

I’m not entirely sure about fragger/Rhino/Thunder, I believe theirs are 150. I may be wrong.
Otherwise, low hp mercs (aura, sparks, proxy, kira) have 90 “gib” hp. The rest are in the 100s.


(Demolama) #18

[quote=“god1;93937”][quote=“stayfreshshoe;93931”]
There is an amount of damage each Merc needs to receive in order to be gibbed.
[/quote]
How much is this health? The same as their base health? Don’t think there’s public info about it anywhere.
[/quote]

For mercs whose base health is >100 their gib health is 100; for those <100 it is 90

Source: http://forums.warchest.com/showthread.php/44636-gib-change-suggestions?highlight=gib+health


(Chris Mullins) #19

[quote=“god1;93937”][quote=“stayfreshshoe;93931”]
There is an amount of damage each Merc needs to receive in order to be gibbed.
[/quote]
How much is this health? The same as their base health? Don’t think there’s public info about it anywhere.
[/quote]

I am not sure off hand, but will try and get this info for you.


(cornJester) #20

I would honestly prefer that Fragger’s nades still gibbed. To me this is one of the draws to using him. The recent nerf giving him only one nade already means we have to use it wisely and get the most out of it. It would make clearing positions with medics defending harder and it’s useful to be able to toss a perfect nade and take them out completely.