Den
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Post by Den on Sept 13, 2011 1:34:34 GMT -5
With the Specialist Pack, it would be more beneficial to forgo Hardline if it isn't one of your starting Class Perks, as ultimately you're just doing two negative things: 1. Technically getting only two extra Perks on your way to All Perks 2. Making those two extra perks go to 3 & 5 instead of 2 & 4.
Even then, as the required kills go up, the effect of Hardline diminishes whether or not you have it at the start or get it late. The difference of 7 from 8 to get All Perks isn't nearly as good as going to 1 from 2 or 2 from 3.
Specialist is choice for putting Scavenger in the line, perhaps at four or six kills for that point where one has expended most of his ammo and probably all of his equipment (depending on what he's carrying). He'll need a refill to make his way up the ladder, no assault or support killstreaks of his own to assist.
On the other perspective, it would also make Overkill the ideal Slot 2 Class Perk since it obviously requires you to start off with in order to get two primary weapons. It's the one that obviously isn't in the Specialist pack.
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For an overt Specialist in close quarters, I would start with... Sleight of Hand - Overkill - SitRep Wielding an SMG and an LMG (or a Shotgun). Then follow through with... Blast Shield - Blind Eye - Scavenger
This kind of setup should make for an initially formidable combat class who can minimize downtime with quick reloads, fast swapping and no fear of traps.
Early Specialist gains improves his chances of maintaining the streak to eight with priority defense perks.
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With a more covert approach and a balance of Anti-Air and Anti-Personnel... Recon - Quickdraw - Stalker An all-rounder silenced AR with a multipurpose Launcher. And followed by... Assassin - Scavenger - Blind Eye
Since one would be limited to a single mid-range weapon and a low ammo Launcher, an earlier Scavenger may be necessary. A purpose of a quiet survey, Stalker's ADS move speed boost and Quickdraw+Recon's grenade improvements combined would make for a relatively fast stealth soldier who can probe for enemies despite not having speed nor stealth oriented perks (ie Conditioning and Silence).
'Course, this setup hinges on whether or not Scavenger replaces any Launcher at all. If I can't maintain a clear airspace without dying to get more rockets, I'd rather just take Blind Eye right away, pick up a pistol and ignore the birds instead of shooting them down.
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Den
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Post by Den on Sept 11, 2011 7:47:04 GMT -5
Body Armor vs. Magnum is the same as if neither were there, as they are both 1.25x.
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First, get the difference of the two damage values for MaxDamage. 100 - 55 = 45. Next, get the two ranges and the difference for those. 36 - 18 = 18 Divide the difference in damage by the difference in range to get Damage Lost Every Meter. 45 / 18 = 2.5 The M95 loses 2.5 damage per meter. But since its max is 100, it stops being a one hit kill the instant after 18m.
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Using Magnum damage (1.25x) numbers: 125 - 68.75 = 56.25 36 - 18 = 18 56.25 / 18 = 3.125 damage lost with each meter
Now with that, subtract 100 (or 125 if the player has Body Armor) from the max damage for the extra LethalRange within the range the damage drops. 125 - 100 = 25 Divide the LethalRange with the DamageLost. 25 / 3.125 = 8
An extra eight meters are added to the lethal one shot kill range of the M95.
MaxDamage - MinDamage = TotalDamage MinRange - MaxRange = TotalRange TotalDamage / TotalRange = DamageLost MaxDamage - PlayerMaxHealth = LethalRange LethalRange / DamageLost = KillRange
125 - 68.75 = 56.25 36 - 18 = 18 56.25 / 18 = 3.125 125 - 100 = 25 25 / 3.125 = 8
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Den
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Post by Den on Sept 10, 2011 23:31:41 GMT -5
One error there - you used 50 instead of 55. The M95 with Magnum delivers 100 damage out to exactly 26m.
The other bolt action sniper rifles with Magnum deliver a one hit body kill out out to 20.4m.
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Den
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Post by Den on Sept 10, 2011 19:40:31 GMT -5
Recon just sounds like a good way to encourage your teammates to "steal" your kills (assuming that injured targets show up on the minimap for the whole team). Am I missing something? Recon painting (probably) counting as an Assist the same way that rc helicopter does. Assists counting towards Killstreaks with Hardline Pro. A Recon - Hardline - SitRep (or Marksman) Perk combo making for a super team player.
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Den
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Post by Den on Sept 6, 2011 22:59:45 GMT -5
Legit, yes. Bullshit, also yes. A gross underutilization of One Man Army's potential, very yes.
In most situations or maps with lots of indoor and close quarters locations, it's not a big deal. On an open field like Derail or Wasteland where you can artillery strike a specific point (especially a stationary area like a Domination flag) immediately from a great distance, then it is obviously a problem (that should be taken care of by the other team not by running into the blast zone like fools time and time again).
Considering OMA takes the secondary slot, preventing the use of Launchers, it would have made sense that the Grenade Launcher Attachment would also have been disabled.
But it can be done within the game rules, so regardless of any notions of honor or righteousness, it is "fair game".
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Den
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Post by Den on Sept 6, 2011 22:20:34 GMT -5
The grenade launcher is the same (or almost exactly the same) as it was in COD4. 155 to 25 damage with a 300 inch range. Only about 1.8m of its 7.5m blast radius is lethal. In comparison, about 4.5m of a Frag/Semtex's 6.5m radius is lethal.
With the damage boost from Danger Close, the lethal radius is increased to 3.3m. Blast Shield cancels out Danger Close, so the lethal radius is back down to 1.8m. Without Danger Close, anything less than a direct hit against a Blast Shield would not be lethal to a guy at full health.
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Den
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Post by Den on Sept 6, 2011 20:46:09 GMT -5
But I'm guessing Kick actually reduces the recoil values of the gun, and not centerspeed (which grip does). No reason both can't do the same thing (technically the Grip doesn't do that). It's better to modify one number instead of four.
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Den
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Post by Den on Sept 5, 2011 22:23:48 GMT -5
I booted up CoD4 today and actually saw quite a few full 64 man servers. At least one of them was 24/7 Wetwork. God, the horror. Could you elaborate a litrle? I am genuinely curious what the result of such a misguided thought process would result in. Not one second goes by without at least eighteen frag grenades exploding.
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Den
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Post by Den on Sept 5, 2011 12:28:00 GMT -5
KSG and the Five-SeveN
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Post by Den on Sept 2, 2011 18:02:46 GMT -5
If my PC had not been utterly destroyed, I'd have drawn a picture of "dealing with killstreaks" with a Stinger missile.
The Glass Cannons of MW2 are not a problem. An annoyance to the enemy team. A predator to Power players. Prey to Cold-Blooded and Launchers. A tide-turning force for the losing side. Extra momentum for the winning team. Overwhelming power at the cost of almost zero defense and a lot of blind spots.
Not including Team Deathmatch, those who hide just so they can get to a Harrier aren't doing much for the team so that's a weakness, and he will be really sad when someone with sense takes out a rocket launcher and blows it out of the sky before it even scores one kill. But complaining about it when their whirlybird doesn't win the game for them because they got a Multi Kill?
Killstreaks are the rock in a game of Roshambo. Airships beat the exposed Heavy Gunner. The Heavy Gunner has superior firepower over the Well=Rounder. The Well-Rounder sacrifices anti-people power to best the Airships.
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The simplicity at which they are earned (and chosen) is the problem. Streaks earning more streaks doesn't stop players from trolling for easy kills and staying away from danger. Streaks not earning streaks doesn't stop players from trolling for easy kills and staying away from danger (made the tactical loitering worse).
This part of it "being an issue" - players hanging back for easy kills as a means to get more easy kills, and the potential for those "easy kills" being squashed so easily - is the issue. Killstreaks being glass cannons isn't the issue.
The Killstreak design needs to be pruned in one way so that the "Reward" design can branch out.
First source of the issue is killstreaks higher than five kills necessary.
With such a demand of kills, players will naturally want to protect their invested kills. Getting to streaks like 7-9-11 or 7-11-25 mean a total focus on self-serving play. Not like the simple 3-5-7...
The initial COD4 design of 3-5-7 was a solid list, though not just because of the amount of kills, but because killstreaks could get more killstreaks and ultimately both the Airstrike and Helicopter weren't all that hot (as evidenced by the fact that the strike and normal helicopter go almost completely unused in MW2 and Ops), so players going for them should not and would not expect them to be significantly devastating unless in the open maps like Downpour or Countdown.
The second source of the issue is the efficency of the killstreaks.
Again, the strike and helicopter in COD4 were pushovers except in open maps. The helicopter was quite hardy and would almost always stay in the air for its full tour... because it took a lot of damage and the only launcher was the RPG-7 which demanded the Perk 1 Slot and its path was unreliably inaccurate. The lack of a means to take it down swiftly was not a big deal, though. The Helicopter had good defenses but weak damage and target acquisition.
It is the polar opposite of the MW2 Streaks. The Harrier comes in with a strike and then hovers in place, blasting anybody almost immediately. However a single Stinger could swat it before it fires its guns once. High offense, low defense.
"There's a high-low and a low-high. Wouldn't a middle ground be ideal?" Maybe. The Pavelow is pretty good.
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I think that getting kills should not lead to more kills (or at least not an exorbant amount of kills). A good idea would be to limit Killstreak requirements to kills of 3 to 7. The mere lowering of required kills will lighten players tactical loitering for the high streaks. Their array of rewards made to be support and teamwork focused, with a few low-yield attacks. UAVs, ammo crates, local area strikes.
And then from that, introduce the next layer that holds all of the high ranking Killstreaks. Except they're not Killstreaks, not earned by kills. They're earned by teamwork (That's crazy! Nobody will ever get one EVER!), completing objectives and points earned by things more demanding than just kills. They're things that would require the player to be proactive, head on out and do things more challenging than just shooting for center mass.
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Den
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Post by Den on Aug 29, 2011 3:36:11 GMT -5
Get the difference in damage. 100 - 55 = 45 Get the difference in range. 36 - 18 = 18 Divide the difference of damage by the difference of range. 45 / 18 = 2.5 damage lost with every meter.
Starting at 19m, the M95 has lost 2.5 damage. To find out where it hits 85 damage, subtract 85 by the maximum damage. 100 - 85 = 15 Then divide that by the damage lost per meter. 15 / 2.5 = 6 So then after six meters (plus 18m), the damage will be 85.
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Den
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Post by Den on Aug 24, 2011 1:43:03 GMT -5
1. Explosive Spec will improve the Mortar Strike's damage. 2. Yes, that's the Motion Sensor beep. 3. Veterancy, linking other Battlefield games/CD Keys to their EA account. 4. ELO Skill Rating, doesn't mean much. 5. Q key on PC. Back button on the 360. Select button on the PS3. Point at an enemy and he'll get a red triangle over his head for a few seconds. Point at a friendly and you'll ask him for ammo/repairs/healing depending on his class. 6. That's it. 7. Spam the heck out of the jump button while in the air. 8. ALT V vehicle Spec to give it a machinegun on secondary fire. 9. Slugs and aiming for the head.
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Den
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Post by Den on Aug 18, 2011 21:36:28 GMT -5
If Sleight of Hand Pro is indeed faster swap and Overkill can include the Riot Shield, the shield should gain a great amount of versatility by being able to pair it with decidedly more lethal weapons that can be brought up much faster.
I wonder if they dealt with the Primary weapon speed determination. If not, imagine Overkilling SMG+Riot Shield (and specifically not Riot Shield+SMG). 100% Speed Shields on spawn.
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Den
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Post by Den on Aug 10, 2011 11:30:45 GMT -5
Not likely from me. I have no personal interest in another simulation/realism shooter.
However, since it is supposed to be released with an SDK, looking up the data yourself should be easy enough. Maybe someone else on these boards can put a chart together.
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Den
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Post by Den on Aug 8, 2011 22:51:51 GMT -5
Like Scavenger, Cold Blooded, Sit Rep.
Things that let you do something unique (and by association, allow you to perform differently and adopt different style of tactics) if you choose the perk, not just make numbers bigger so you can kill more efficiently.
Even Marathon and Lightweight. They have significant influence on objective based gametypes and general map navigation.
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Den
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Post by Den on Aug 8, 2011 22:17:23 GMT -5
40 damage weapons going to 50+ drastically topples the diversity and balance among fully automatic weapons as it literally doubles the lethality of the weapon by halving its ideal killing speed.
As long as that effect exists, Stopping Power overpowers Double Tap and 40 damage weapons outclasses 30-20 damage weapons. Especially because nearly all shootouts are close range, within the 40 damage range. Boosting DamageRange and/or just long range Damage would be possible workarounds to avert the 50 damage mark.
Ultimately though, a Perk system without "power-type" perks, instead teamwork and utility Perks would be desirable.
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Den
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Post by Den on Aug 7, 2011 21:51:42 GMT -5
You pull the trigger, a shot is fired instantly. After the FireTime, a second shot is / can be fired.
The first shot is at 0.0 seconds. The second at 0.112.
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Den
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Post by Den on Aug 4, 2011 16:11:03 GMT -5
Dive to prone.
The Shock kick is the same in COD4 as it is in WaW, MW2, Black Ops. Probably even COD2.
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Den
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Post by Den on Aug 1, 2011 15:28:35 GMT -5
My specialty is "Hannibal".
Six strategically placed C4. One pound on the remote trigger. Hundreds of points. One plan coming together.
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Den
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Post by Den on Jul 15, 2011 16:25:34 GMT -5
Yes, the modifiers shown in the Flavor Text are already applied to the attributes up top. Like this. That 1036 damage has already had that +147% applied to it.
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Den
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Post by Den on Jul 13, 2011 13:48:51 GMT -5
Uh-huh. Time to Kill is only relevant with automatic weapons of the same class. It can only extend across multiple types of weapons for comparisons, not for "balance".
While a more accurate measurement, TTK is not much more relevant than "Damage Per Second".
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Den
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Post by Den on Jul 12, 2011 23:28:52 GMT -5
For CSS weapon files... Get GCFScape developer.valvesoftware.com/wiki/GCFScapeGet CTX Converter developer.valvesoftware.com/wiki/CtxConverterUse GCFScape to open up the CounterStrike Source .NCF files in \Steam\Steamapps\ and find the weapon .ctx files. Convert the CTX files into TXT files using the Converter. --- I've not looked much into CounterStrike data, however for what little the CTX files reveal: "MaxPlayerSpeed" = Movement speed when weapon is in hand "WeaponArmorRatio" = Damage split between Health and Armor Assumed "1" would be have half the damage diverted to Armor while "2" would take off twice as much health as armor. "Damage" = The base amount of damage Damage decreases gradually almost immediately (you'll notice the files reading one number higher than what even a zero-distance shot in-game will result in) out of the barrel until it reaches... "Range" = ...this distance... (not sure how / if the game scales the units of measurement.) "RangeModifier" = ...and will drop to this amount of damage (multiplied). For example the USP will start at 34 damage and decrease to 25 damage (0.79x) over a distance of 4096 units of measurement and continue at 25 damage after 4096 units. "CycleTime" = Rate of fire measured in time between shots. --- That's about it. The rest of the weapon data is stuck in various .DLL files. Alternatively, just download this .ZIP. I put all the converted CTX files in there.
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Den
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Post by Den on Jul 12, 2011 21:09:47 GMT -5
George is immune to the instant death effect.
He presumably only takes one damage from the Wunderwaffe.
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Den
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Post by Den on Jul 8, 2011 15:41:22 GMT -5
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Post by Den on Jul 4, 2011 8:42:34 GMT -5
Assault rifles are supposed to be the jacks of all trades. They would be used the most as they have no min/max going on. SMGs are meant for close combat, they are situational and therefore would not be as common.
Two different things can't be equally as common when their ideal situations are not both constant.
The single focus weapon on spawn design is flawed in this regard. The Secondary weapon diversity the likes of which we saw in MW2 made up for this by allowing the player two competent weapons, he could choose weapons that compliment or support one another. Just having a weak pistol in the second slot is meaningless.
With a synergy of two weapons... An accurate but weak rifle paired with a powerful shotgun to give both close and long range power. An SMG with a machine pistol for a powerhouse up close and long range accuracy with the MP. An LMG with an MP or Pistol to make up for the speed disadvantages and give him something more effective to use when on the move.
It's not just making numbers meet at an arbitrary middle ground. Balance is made up of encounters, compensating for weaknesses and choosing the right tool for the job. Everything plays a part.
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Den
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Post by Den on Jul 3, 2011 17:24:50 GMT -5
The Vector has very significant recoil in comparison. It often pulls up and to either direction. Its higher rate gives it tighter groupings between individual shots, but it will often throw your aim off heavily unexpectedly.
The Uzi has similar upwards climb of the Vector, but minimal horizontal pull. It's groupings are concise and fairly more predictable.
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Den
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Post by Den on Jun 29, 2011 12:31:50 GMT -5
A grouping of Dispersion's 3.0 is assumed the same as a Spread of 3.0. There are two different types of spread likely because of some discrepancy regarding firing more than one projectile at a time. Using this random image off of Google since it appears to be a stock image using 55° FOV.The cone of fire for the dispersion is twice as wide as the Thompson's when moving. That ring crosshair for the buckshot may not be too far from an accurate representation. Even at 16m, some of the shot is going to miss. At any significant range, I would Option (B) and then immediately after firing, press Option (D)en: pistol. Take out my M9 to finish him off.
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Den
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Post by Den on Jun 16, 2011 13:56:25 GMT -5
Dark Souls Dragon's Crown Earth Defense Force Insect Armageddon Guild Wars 2 RAGE Skyrim
In no particular order (except alphabetical (and Dark Souls at the top)).
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Den
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Post by Den on Jun 12, 2011 11:44:47 GMT -5
There is no peak or falloff. It is random from one range to the next.
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Den
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Post by Den on Jun 9, 2011 23:57:13 GMT -5
Black Ops playerbase has been dwindling and MW2's has actually been growing over the past few months.
Steam Stats' peak amount of players today has been 35,600 for MW2 and only 27,300 in Black Ops.
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