balancing of sticky cams

Started by Gawain, October 16, 2007, 11:48:01 PM

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Farley4Fan

Yeah ummm, what?  I don't understand the elitist rifle mentality either.  You somehow find a way to simultaneously think that the uzi is inferior and that it is overpowered.  I don't know about a lot of other people, but that is just impossible.  You are stating two contradictory points.

Balance the uzi out a bit more, fix lag issues, add spray.  Don't care much for the shotgun but if it can be balanced out a bit more, then it would be better.  It's just that host shotty is the most pure rapage weapon out there up close, I mean, my god.  You have no chance.  Just fix them, don't delete them.

frvge

Quote from: Spekkio on October 30, 2007, 02:14:24 AM
The shotty doesn't just insta-gib on a headshot.
True... I fired 4 shots at point-blank range at someone. Most at the neck/upper torso part. He didn't die and lag-grabbed me.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

B1nArY_001

Quote from: frvge on October 30, 2007, 03:09:44 AM
Quote from: Spekkio on October 30, 2007, 02:14:24 AM
The shotty doesn't just insta-gib on a headshot.
True... I fired 4 shots at point-blank range at someone. Most at the neck/upper torso part. He didn't die and lag-grabbed me.

That explains it right there, there was enough lag your shots were missing or just grazing (not on your screen but as far as the game is concerned).

The shotty DOES insta gib on a head shot.

InvisibleMan999

Quote from: Papa Skull on October 30, 2007, 03:04:13 AM
It's just that host shotty is the most pure rapage weapon out there up close, I mean, my god.  You have no chance. 

The shotty is supposed to be a pure rapage weapon up close. That's seriously all it does. The drawbacks are huge, so it better damn well own spies up close.

The whole premise to the shotgun is to blow off an aggro spy's head. If it can't do that, then it's useless.

B1nArY_001

#229
I've said it before and so have others but let me remind everyone this is not CT, the problems of CT wont be replicated.

Here is a list, not complete but enough of one to give everyone an idea of what will be reviewed and tweaked as the item/function is created and play tested.

Grenades Merc - Shot velocity/Distance/Arc
Grenades Spy - Shot velocity/Distance/Arc
Fragmentation Grenade - Blast radius
Flash Bang - Disorient duration
Chaff/EMP Grenade - Duration
Chaff/EMP Grenade - Radius
Chaff/EMP Grenade - Through walls?
Chaff/EMP Grenade - Duration of effect on Merc after leaving the cloud
Smoke Grenade - Cloud duration
Smoke Grenade - Movement speed within cloud
Smoke Grenade - Slow %
Smoke Grenade - Time from exposure to sleep
Smoke Grenade - Sleep length
Spy Tazer - Energy consumption
Spy Tazer - Taze cool down
Bug - Duration
Bug - Detection radius
Bug - Track/Hack duration
Electronic Scrambler - Duration
Electronic Scrambler - Distraction noise distance
Electronic Scrambler - Alarm trip duration
Epoxy Cam - Flight speed
Epoxy Cam - Smoke cloud size and length
Epoxy Cam - Sleep duration
Mines - Blast radius
Mines - Motion sensing radius
Mines - Laser length
Mines - Laser trip to detonation time
Mines - Poison strength/duration
Tracking/Motion Sensor - Laser length
Tracking/Motion Sensor - Detection radius
Tracking/Motion Sensor - Tracking duration
Tazer - Aim
Tazer - Length
Tazer - Cool down
High ROF Weapon - Clip size
High ROF Weapon - Number of clips
High ROF Weapon - Rate of fire
High ROF Weapon - Bullet spread
Rifle - Clip size
Rifle - Number of clips
Rifle - Rate of fire
Rifle - Bullet spread
Rifle - Scope to shot time
Rifle - Scope sway
12 Gauge - Clip size
12 Gauge - Number of clips
12 Gauge - Rate of fire
12 Gauge - Buck Shot with a spread?
12 Gauge - Slugs with no spread?
12 Gauge - Effective distance
12 Gauge - Reload time
Laser - Tracking box duration
Laser - Tracking duration
Charge - Distance
Charge - Cool down
Charge - Impact grabs
Spy Melee - Knock back distance
Spy Melee - Disorient duration
Spy Melee - Grabbing after knock back

Westfall

Quote from: B1nArY_001 on October 30, 2007, 04:22:11 AM
I've said it before and so have others but let me remind everyone this is not CT, the problems of CT wont be replicated.

Here is a list, not complete but enough of one to give everyone an idea of what will be reviewed and tweaked as the item/function is created and play tested.

Grenades Merc - Shot velocity/Distance/Arc
Grenades Spy - Shot velocity/Distance/Arc
Fragmentation Grenade - Blast radius
Flash Bang - Disorient duration
Chaff/EMP Grenade - Duration
Chaff/EMP Grenade - Radius
Chaff/EMP Grenade - Through walls?
Chaff/EMP Grenade - Duration of effect on Merc after leaving the cloud
Smoke Grenade - Cloud duration
Smoke Grenade - Movement speed within cloud
Smoke Grenade - Slow %
Smoke Grenade - Time from exposure to sleep
Smoke Grenade - Sleep length
Spy Tazer - Energy consumption
Spy Tazer - Taze cool down
Bug - Duration
Bug - Detection radius
Bug - Track/Hack duration
Electronic Scrambler - Duration
Electronic Scrambler - Distraction noise distance
Electronic Scrambler - Alarm trip duration
Epoxy Cam - Flight speed
Epoxy Cam - Smoke cloud size and length
Epoxy Cam - Sleep duration
Mines - Blast radius
Mines - Motion sensing radius
Mines - Laser length
Mines - Laser trip to detonation time
Mines - Poison strength/duration
Tracking/Motion Sensor - Laser length
Tracking/Motion Sensor - Detection radius
Tracking/Motion Sensor - Tracking duration
Tazer - Aim
Tazer - Length
Tazer - Cool down
High ROF Weapon - Clip size
High ROF Weapon - Number of clips
High ROF Weapon - Rate of fire
High ROF Weapon - Bullet spread
Rifle - Clip size
Rifle - Number of clips
Rifle - Rate of fire
Rifle - Bullet spread
Rifle - Scope to shot time
Rifle - Scope sway
12 Gauge - Clip size
12 Gauge - Number of clips
12 Gauge - Rate of fire
12 Gauge - Buck Shot with a spread?
12 Gauge - Slugs with no spread?
12 Gauge - Effective distance
12 Gauge - Reload time
Laser - Tracking box duration
Laser - Tracking duration
Charge - Distance
Charge - Cool down
Charge - Impact grabs
Spy Melee - Knock back distance
Spy Melee - Disorient duration
Spy Melee - Grabbing after knock back

nice list. goodluxx

Gawain

pointless quote.
there are alot of points missing. has the decision on 3 weapons alredy been made?

goodkebab

#232
the question is,  who made the decision to take out UZI and Shotty....the answer is no one.  If your not on the dev team,  your not making game design decisions so dont make presumptions.

There are plenty of people that read these forums despite not posting and they end up spamming me asking about what features are being taken out and what not  because they think threads like this represent what the dev is going to do.

Spekkio

#233
Binary,

I know the shotty insta-gibs on a headshot. However, it also insta-gibs on a body shot if you hit the spy with the majority of the pellets.

The shotty should not insta-gib if a stray pellet or two hits the head, nor should it insta-gib on a body shot. You should also make the spread constant and center upon where the crosshair actually aims. That's all I was saying.

Cyntrox

But is it really a problem? Hell, just stay 4-5 meters away and you'll hardly get hurt!

Spekkio

Not always. I've been insta-gibbed by the shotgun when the merc isn't even facing me lol.

Farley4Fan

YEah, that would most likely be host then

goodkebab

Shotty is not predictable....I use it a lot because i get more kills with it,  especially with spies that have the habit of punch, taze, then hack 1 second.   

The rule with shotty is that you have to make that one shot count,  because spy can just taze you and run.  You have the time to aim.

I have had plenty of times where  spy have taken 5 shots and still not die.....and on hi lag servers with aggro host,   you will never hit the spy.


But for that matter,  Rifle gets headshots  around corners from acrossed the map if the lag is right.

Spekkio

Quote from: goodkebab on October 30, 2007, 05:16:48 PM
Shotty is not predictable....I use it a lot because i get more kills with it,  especially with spies that have the habit of punch, taze, then hack 1 second.   

The rule with shotty is that you have to make that one shot count,  because spy can just taze you and run.  You have the time to aim.

I have had plenty of times where  spy have taken 5 shots and still not die.....and on hi lag servers with aggro host,   you will never hit the spy.


But for that matter,  Rifle gets headshots  around corners from acrossed the map if the lag is right.
All I ask for is consistency. Give the shotty a spread that is constant and actually covers the center of the crosshair.

The precise reason that I don't use the shotty is because if you center your crosshair on the spy and fire, you will miss almost every time.

Westfall

Quote from: goodkebab on October 30, 2007, 12:18:49 PM
If your not on the dev team,  your not making game design decisions so dont make presumptions.


That makes me want to post my ideas a lot more.