It’s not just healing stations, it’s any player deployables - turrets, healing/ammo stations, mines, sticky bombs, etc.
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Mines hit box i only notice with sniper (it newer breaks them), healing station hit box can be seen with many weapons, Turrets have very odd hit box, sometimes bullets go through the turret and sometimes they hit it.
Ok yeah, most of the deployables need their hitboxes checked…
Mines hit box i only notice with sniper (it newer breaks them), healing station hit box can be seen with many weapons, Turrets have very odd hit box, sometimes bullets go through the turret and sometimes they hit it.
Ok yeah, most of the deployables need their hitboxes checked…[/quote]
I was just referring to deployables shot at by sniper type weapons. Hitting an Aura or Ammo Station isn’t at all particularly difficult, yet they have a peculiar tendency like all deployables to ignore sniper bullets flying right through them. Really irritating to make conscious decisions to try and cripple a team’s tactical options only for it to backfire as wasted shots. Pays off when it does work, though.
Mines hit box i only notice with sniper (it newer breaks them), healing station hit box can be seen with many weapons, Turrets have very odd hit box, sometimes bullets go through the turret and sometimes they hit it.
Ok yeah, most of the deployables need their hitboxes checked…[/quote]
I was just referring to deployables shot at by sniper type weapons. Hitting an Aura or Ammo Station isn’t at all particularly difficult, yet they have a peculiar tendency like all deployables to ignore sniper bullets flying right through them. Really irritating to make conscious decisions to try and cripple a team’s tactical options only for it to backfire as wasted shots. Pays off when it does work, though.[/quote]
It realy does not pay off right now, 5 shot wasted on auras healing station because of broken hitbox isn’t realy a victory.
I was thinkind little bit about pistol balance, since the secondary smg are always been called too powerfull (which they realy aren’t, but in comparison to pistols they are, but then again secondary smg are only for 4 differend mercs currently.)
M9
Mag size 20 (from 15)
Selbstard
Mag size 15 (from 12) ,Has Suppressor, increased accuracy.
Caulden
Damage 20 (from 19)
Mag size 10 (from 7)
Rof 340 (from 360)
DE. 50
Mag Size 8 (from 7)
Damage 30 (from 20)
Rof 290 (from 360)
Simeon .357
Damage 35 (from 25)
Rof 270 (from 300)
Smjüth & Whetsman
Damage 40 (from 27)
Accuracy decreased slightly.
ROF 250 (from 300)
Reload Speed 2s (from 1.9s)
Now this would make the heavier pistols more rewarding, since they are pretty inaccurate (exepth simeon) rewarding players for hitting the enemy by having high damage. (but low accurazy), normal pistols in other hand are more about bigger mag size and fire rate (becoming closer to the secondary smg territory)
After the Redeye update, i have made some changes to suggested balance changes.
However it will take some time as i think about balance and update the pictures for the consept art.
While using the Grandeur, i have noticed huge incosistancies with the damage, sometimes it only deals 30 damage to body, in point blank range while hitting chest. Sometimes leaving Aura with 1-10 health left after 2 shots, sometimes leaving bushwanker/sawbones with 20 health with 3 shots.
@omegaskorpion the bloom on the Grandeur is literally insane. It’s basically CS:GO’s deagle but in Dirty Bomb.
Yeah, its like gun balanced with other games stats, it makes no sense, while i have managed to make many kills with it, it usualy gets me killed when i cant land shot in close quaters because of the spread and recoil (and not to mention the inconsistant damage).
@omegaskorpion It’s basically a sniper rifle re-skinned as an M14/M1 Grand
More like battle rifle (still m14) but balanced with ADS military shooter stats.
Russian Prototype bullbups, with slight remaking have been added to ideas.
i have been doing some testing and i must say that the Timik is much better now, same goes for smg-9, it seems that their roles as rof vs accuracy will stay.
Shotguns are lot more better (i already loved the ahnuld and now its better, also animations are better.)
However the Hollunds still feels… lacking…
K-121 is now better, however i would like 60 ammo belts. (debatable)
Grandeur, is still grandeur…
pretty good changes realy. I have now changed my ideas around a little bit.
first of all many of you guys thinks that dps is what determines actual damaging in combat but dps only applies when you are in 100% accuracy at a target to achieve that sort of damage. in real combat senarios in game the weapon with a low recoil would actually highly benifit and this case smgs have way more controlability than ars resulting out damaging other weapons since they are more controlable
you are clearly showings a right formula to actually increasing damage or tweaking rate of fire so no weapon woul be over powered .
btw how about making k121 and blishlok fire at 450 rpm
and k121 have 18 damage (from 17 )
and make timik 47 have 17 damage per shot
but have 30 rounds in a magazine
and fire at 525 rpm
and m4 could have more recoil and spread
deals same damage ,has a same mag size
but fire at 725 rpm so they both are unique
the ТКБ is actually failed russian project and it features complex operation and multi barrel features would be hard to implyment and i don’t think it would be that suitable for dirtybomb.
i think you are confused between 6.5 x39mm grundel and 6.5x25 mm the grundel is the ammo that is safe to say combines adventages of 7.62x39 and 5.56 nato and 6.25 x25mm is just a special caliber design to deal ampur piercing punch to CBJ MS or as we call it in battlefield the nail gun
and for the new gun i am suggesting maybe PKP PECHNEG for thunder since his russian and it will have
20 damage
mag size of 70
500rpm
and if ump is implymented it needs same damage as blishlok( a kriss vector and m1a1 tompson hybrid ) since they both fire 45ACP rounds .
[quote=“AKULA;71365”]first of all many of you guys thinks that dps is what determines actual damaging in combat but dps only applies when you are in 100% accuracy at a target to achieve that sort of damage. in real combat senarios in game the weapon with a low recoil would actually highly benifit and this case smgs have way more controlability than ars resulting out damaging other weapons since they are more controlable
you are clearly showings a right formula to actually increasing damage or tweaking rate of fire so no weapon woul be over powered .
btw how about making k121 and blishlok fire at 450 rpm
and k121 have 18 damage (from 17 )
and make timik 47 have 17 damage per shot
but have 30 rounds in a magazine
and fire at 525 rpm
and m4 could have more recoil and spread
deals same damage ,has a same mag size
but fire at 725 rpm so they both are unique
the ТКБ is actually failed russian project and it features complex operation and multi barrel features would be hard to implyment and i don’t think it would be that suitable for dirtybomb.
i think you are confused between 6.5 x39mm grundel and 6.5x25 mm the grundel is the ammo that is safe to say combines adventages of 7.62x39 and 5.56 nato and 6.25 x25mm is just a special caliber design to deal ampur piercing punch to CBJ MS or as we call it in battlefield the nail gun
and for the new gun i am suggesting maybe PKP PECHNEG for thunder since his russian and it will have
20 damage
mag size of 70
500rpm
and if ump is implymented it needs same damage as blishlok( a kriss vector and m1a1 tompson hybrid ) since they both fire 45ACP rounds .[/quote]
The K-121 shoots faster than bishlock because it reduces the movement speed of the user, while bishlock reduces the speed less. Also it seems that lmg are limited only to 1 prare mags (this does not say much since they have more ammo than other primaries)
I think that the 17 damage is ok for now.
Now im little bit causios about increasing bishlock fire rate to 450 since the bishlock would fire 1.3 more bullets in second. This could increase the overall recoil and spread. However it could also increase the dps too much, but im not 100% sure about that.
however increasing the fire rate to 420 would make bishlock shoot 7 bullets in second which could be very good for the weapon.
The timik and the m4 seem to be in ok place right now. I ratherly get more weapons than try to balance them, since they seem to be all about accuracy vs fire rate. Same goes to Crotzni and SMG-9.
(also 725 fire rate for m4 would be overkill and it would have overall too much dps and accuracy)
While im not expert at weapons and i dont have much knolege (outside wikipedia) about the russian prototype bullpups, the operating system could be modernized and the model would look almost the same in game, it does not need to have much mechanics.
Difference between the these ammos is that the other is for rifles and the other is for pistols and smg/pdw. Also the 6.5x25 mm is currently better than any other pistol ammo, but like there was already said, those ballistics can be aplied to rifle calibers.
While the these calibers are more “armor piercing” the 6.5x25 mm is almost revolutionaly for low caliber weapons. (almost)
As for Pechneg, it could be implemented to the game, but damage of 20 and fire rate of 500 would be game breaking compared to others, unless it had huge spread and recoil.
As for UMP damage, Some weapons with same calibers handle differendly, while many weapons use same caliber, some of them can use the caliber better than others.
Reasons for this are firing mechanism, barrel lenght, barrel size, barrel insides and other factors.
While im not sure which one would be more powerful in real life, or how powerfull it would even be since the 45acp aint the best pistol round ever, the 9mm is sligthly better thanks to size and velocity and lower recoil it creates.
But the ump could/should have 2 more damage to compersate low mag size of 25 (there are bigger mags for it i know, but the 25 is the most iconic)