Weapon damage stats - #Version 23680


(ailmanki) #41

[QUOTE=Smooth;472512]Here’s a snapshot of the current weapon stats sheet that (in part) drives our game packages. It’s a little newer but should be fairly accurate for the current build. I’ve hidden some of the more revealing data but it should give you a good idea of what’s what.

Please bear in mind that not all guns are created equal. We do want some to be better than others as the characters fill different roles, come as a package of weapon plus ability and we also need to factor in movement speed/health.


[/QUOTE]

Why hiding more revealing data? What are you guys fearing… :S


(spookify) #42

[QUOTE=Smooth;472534]We actually started Extraction with a lower HS multiplier and gradually increased it to a point where we felt getting a HS was beneficial enough, without introducing insta-kills.

Other games out there have 1.5x, 2x, 3x and more. Typically we’ve stuck to around 2x in previous games and it seems to work well with our damage and speed.[/QUOTE]

I find this odd… Headshots should be the most important thing in this game. I can understand that you want to start out slow for some reason with a bunch of noobs that are wondering why they are dieing so fast and slowly introduce them that aiming for the head is a good thing.

Its like the notion that kids these days are lazy and dont actually want to aim and this game is playing right into that…

Fine, if you are going to leave headshots where they are OK but please reduce leg and arm shots by a ton. And Body, Make the gun just a little more accurate while strafing and moving and you will be fine. I know you increase this a lot last patch and thank you but there’s still nothing worse then your bullets not going where you are aiming…

If I see a guy standing still or have a guy lined up perfectly that should be an insta-kill. Or… O crap im getting shot O crap im dead that fast because i got 4 headshots. Again the medic gun is the only gun that matters…

Something needs to be tweaked the games isnt fun because you have know feeling of shooting someone and killing them… It feeling like spray bullets in that guys direction and HUH he died OK…

In ET I knew how many bullets I was shooting and when the person would die… I could lay off the trigger even before the animation of the person dieing was played. This is what makes a good shooter.

I think the feel needs to be fixed first. Better ACC, hit feeling, ROF, better feeling of being hit and so on.

Cant wait to see the next patch…


(Smooth) #43

By ‘revealing data’ I really meant unannounced weapons :slight_smile:


(Smooth) #44

We know we need to improve hit feedback, a lot of the current weird feeling will be due to the firing audio being significantly faster than the actually rate-of-fire for many weapons.

It’s much more likely that we’ll increase the headshot multiplier (if anything) than reduce the limb shot multiplier. It’s a lot harder to differentiate between a leg shot and a body shot with in-game feedback (compared to a nice bloody headshot with a big ‘ding’) and we really don’t want players taking 15+ bullets to kill.

The current leg shots are 90% for upper leg and 80% for lower leg. Arm-shots are the same as torso as they are usually held in-front of the torso.

PS. Support characters (like Sawbonez) will always have slightly weaker weapons than some other characters as they are already extremely powerful with the ability to heal & revive.


(prophett) #45

[QUOTE=Smooth;472558]

The current leg shots are 90% for upper leg and 80% for lower leg. Arm-shots are the same as torso as they are usually held in-front of the torso.
.[/QUOTE]

75% upper leg and 50% lower leg! :]


(trickykungfu) #46

[QUOTE=Smooth;472558]
PS. Support characters (like Sawbonez) will always have slightly weaker weapons than some other characters as they are already extremely powerful with the ability to heal & revive.[/QUOTE]

love this sentence make me rage again XD Maybe for my second refund :slight_smile:

Since RtCW Medics where the preferred class. Obvious because they did the same damage as LT but also they could heal. So if Medics would have spawned with 120 shots no one would have played them. So as clever as they where in the past days, you only had 1 mag with 30 shots. So you really needed a LT both for offense and for defense.

If you say Medic is a support class thats fine for me. Why not let the FielOp be the damage dealer… But with the health gen it makes Medic totally useless. After every wave the defending team is anyway at 100% health.

To make the Medic more useful you have to get rid of that stupid healthregen!!! Or only allow regen to 55%, to please those nubs…


(Smooth) #47

That’ll be an option if we ever feel the need to make the Medic even more useful :slight_smile:


(BomBaKlaK) #48

For the moment this is just a Field ops game …


(trickykungfu) #49

oh nooo smoothy XD We are actually both playing the same game?


(spookify) #50

[QUOTE=Smooth;472558]We know we need to improve hit feedback, a lot of the current weird feeling will be due to the firing audio being significantly faster than the actually rate-of-fire for many weapons.

It’s much more likely that we’ll increase the headshot multiplier (if anything) than reduce the limb shot multiplier. It’s a lot harder to differentiate between a leg shot and a body shot with in-game feedback (compared to a nice bloody headshot with a big ‘ding’) and we really don’t want players taking 15+ bullets to kill.

The current leg shots are 90% for upper leg and 80% for lower leg. Arm-shots are the same as torso as they are usually held in-front of the torso.

PS. Support characters (like Sawbonez) will always have slightly weaker weapons than some other characters as they are already extremely powerful with the ability to heal & revive.[/QUOTE]

Thanks for the feedback!

The sound might be what I am feeling and that weirdness. Cant wait to test new stuff out! :slight_smile:

I totally understand the Arm being the same as the torso. Makes sense. I do agree with prophett below about lowering Leg damage :slight_smile:

As for the medic support class having a weaker weapon that is understandable because they can heal. However I think it should only be weaker in Damage and Long Range… Yes it will take more bullets to kill however short and mid range he should be accurate. If you cant tell I am all about accuracy.

Medic is support but also very much the key to SW games. He is the one behind the LT healing and when he is reloading the medic needs to hold his own. Same with an engy planting the medic needs to cover.

This makes me think of teamwork for the game and SW pushes… If the team isnt primary medics like ET was how is SW going to work in xt? I have hardly seen a good team push in xt where the medic are constantly reviving and healing teammates. I have not seen enemy’s focusing on gibbing like they should in a good SW game mod.

Medic’s are the key.

As someone said medic isnt really needed with life regen. You see all these people hiding in corners waiting for their bar to go up. slow and boring… Even if you die its not a huge penalty… You spawn what feels like right way so why even wait for a medic or even your heal to regen. 30 Seconds felt like forever in ET when you missed the timer. There’s no sense of danger when you die its like spawn run in and die. Spawn run in and die. Over and over and over…


(attack) #51

wasnt in et some mods the dmg on certain distances different?


(BomBaKlaK) #52

Every primary weapon of any class should have the same lethality, make one “class” weak then nobody will play it.


(spookify) #53

There was fall off damage in every mod I am pretty sure.


(Smooth) #54

This is flawed thinking as all characters have different abilities and potentially different health/movement speeds.

A character needs to be balanced as a whole package, not just individual elements.


(attack) #55

[QUOTE=Smooth;472610]This is flawed thinking as all characters have different abilities and potentially different health/movement speeds.

A character needs to be balanced as a whole package, not just individual elements.[/QUOTE]
+1
medic has so much selfheal if he has the same weapon like assault he would be op :slight_smile:

btw molotov last to long :wink:


(Kiris) #56

Honestly, I’m quite sick of the idea of a support class. I play FPS to kill people not to be their nurse.

Yes medic has huge utility, you could give him a banana for a primary weapon and he still would be useful just for the revive. Making his weapon **** isn’t going to help, just give him less ammo to start. This way field ops will still be useful, just like W:ET.

I’m sick of 1v1ing against someone as a medic and losing simply because he was a Fops and had an AR. The AR is so significantly more powerful than the SawBonez SMG that it makes the Fops the go-to class for highest kill potential. Obviously if I had it my way I’d give the Medics and Fops the same primary weapons and make them unique with their special attacks and secondary weapons. This game is going to be a nightmare to balance if you try giving every character a unique primary weapon.

I’m just disappointed that Medic was the attack/damage class in W:ET and ET:QW and now I’m limited to just being a nurse.


(Smooth) #57

Perhaps Sawbonez isn’t your best choice of character then :slight_smile:


(spookify) #58

[QUOTE=Smooth;472610]This is flawed thinking as all characters have different abilities and potentially different health/movement speeds.

A character needs to be balanced as a whole package, not just individual elements.[/QUOTE]

True characters need to balanced as a whole but then you are losing the feel of ET. You need to make a deal with the devil in-order to balance this out right and I wish you luck.

It sounds like its heading to BF3 with classes having different guns. What I found is that in BF3 you needed a gun that fit your play style and muscle memory. However I hate iron-sights, suppression and lack of skill in spam fest BF3…

Tracking, Aiming, strafing, epic 1v1s - 2v1s - 3v1s, Crazy 180 HS instakills, Teamwork, pushing, /kill for spawntimes and ammo, no rubber bullets, a reason to gib?!?, escapability, nades!, fun to play and competitive.

No one is going to want to play a weaker class in a shooter. Its a shooter… The Better Aim should win no matter what unless he’s rocked by a panzer or rnade.


(spookify) #59

This is infuriating!!! And I might just ask for my refund after this comment.

Promises of ET yeah OK…


(DB Genome editor) #60

So why not leave that weaker class to someone who would not win those 1vs1 duels anyways even with equivalent weapons because he/she is not as skillful? Anyone who’s played with or against me in this alpha will know that I’m not a great shot, even with a weapon advantage on my side most of the guys here will own me. So I tend to focus on the support classes and my best games (those where I topped the scoreboard) have been as a weak medic. Thrust me, some of us can get a sense of accomplishment being a nurse with a 0.5 K/D, or being that guy who kept the EV going but only got a handful of kills. This is not TDM after all…