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-   Zone Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=40)
-   -   Complete gun overhaul i did. (https://www.graalians.com/forums/showthread.php?t=25299)

Ghettoicedtea 07-24-2014 08:22 PM

Quote:

Posted by optimuswhat (Post 492736)
Does there exist a weapon that loses its damage as the bullet flies farther?

i was just about to ask that same question. An easier way to balance the weapons came into mind and that was this. I would probably only have it affect SMGs though that way at range they are not so good but up close they dominate.

Bleck3v3 07-24-2014 11:56 PM

Well considering Zone logic how bullets have a constant velocity in which ever direction it goes in and there is no technical pressure applied to weapons to make them slow down don't think there can be a weapon like this

Titan*S 07-25-2014 06:47 AM

Ugh, just make Ghetto guns admin already. Two is Better than one! :D

Ghettoicedtea 07-25-2014 08:06 AM

Quote:

Posted by Bleck3v3 (Post 492904)
Well considering Zone logic how bullets have a constant velocity in which ever direction it goes in and there is no technical pressure applied to weapons to make them slow down don't think there can be a weapon like this

Bleck this is graal, nothing makes sense. **** this is in lots of AAA titles like battlefield your bullets go a constant speed and lose damage value over time. Its a video game. No logic needed a weapon with damage drop off can be made

okay so after pking a lot, i realised that even with 3/4 of an ipad screen of range, smgs are still way too good. So i lowered it to 1/2 an ipad screen. Now what this means on larger maps, if you shoot in any direction, then the bullet will go all the way to the end of your viewing area since you are placed at the center of your screen. This way, smg users will have to be incredibly aggressive and keep there enemy within their sights. This way now, if you enter in blind combat (enemy leaves your sight and its spamming in their general direction) smgs can not be in blind combat meaning its all up to the other catagories of guns to dominate that combat style. if 1/2 is too short it can always be fine tuned.

okay, did a lot of reorginazation, they are now all sorted by gun catagory and actually, theres no need to balance out the holiday weapons since they are actually all balanced out.

https://docs.google.com/spreadsheets...gid=1864426550

Ghettoicedtea 07-25-2014 06:03 PM

also for smgs user should get a really small 3% speed boost

added in t2ks

okay i have finished a rough draft of it
https://docs.google.com/spreadsheets...gid=1864426550

Toxic 07-25-2014 07:55 PM

I can't understand 56% of the stuff you're saying about guns.
I don't even know what nerfing is lol!

Keeluah 07-26-2014 01:44 AM

Quote:

Posted by Tashkin (Post 492251)
As stated before the HP doesn't matter. Can still do the same exact thing with 50 HP. The HP on the servers will never change. Stefan wont allow it. I now see that it is really pointless to change the HP. These guns can be changed exactly how you all want them even with 50 HP. Just will have low damage weapons with different effects. Instead of having 9-21 damage we can have 1-9 damage. Same exact thing will happen.

(This is based off what I knew before I left Zone)
That is true, however having 100 HP looks more neat compared to 50 HP. As of right now there are some guns that still does X.5 damages, and as far as all the games I've played, none of them has weapons that does decimal damages. It is more neat to have weapons that does whole number damages, and using all whole number would be better in a 100 HP system than a 50 HP system, opening twice as much variety for bullet power.

Isaac 07-26-2014 11:03 PM

Moved thread to the "future improvements" section of the iZone subforum.

Ghettoicedtea 07-27-2014 05:14 PM

So i made some changes to the spread sheet. I lowered the clip for poison vine and gave it same stats as red rifle. The reason why i lowered the clip is so theres a trade off. When using the red rifle, you get 6 extra shots but sabers can reflect, but the poison vine beats sabers and has 6 less shots.
Flamethrower, bleck broke this gun. In an attempt to give it range he forgot that the gun has no clip so it shoots through walls, so now it has hella range + shoots through walls. (look into this please) So my counter to that is increase the damage from impact from 0 to 3, decrease the range to half an ipad screen, increase rof to .1, and get rid of the no clip. This way its not shooting through walls and to get a burn effect you must play aggressive.
The starter guns, don't really know what to do with those, for now, im leaving them with 0 recoil so they are easier to use and somewhat unique.

Plasma shotgun is seeing a massive buff. Damage increase to 5 per shot (15 overall), range 1/2 ipad screen, rof increase to .3, and sabers can not block them. This can be pulled off. Zone did the shotgun correct in that they have massive spread and have significant gaps inbetween. This gun now has the lowest b2k at 4 and the lowest t2k at 1.2 if all bullets from 1 shot hit the person and stack. This will not end up like the pBP in era since that gun had 4 bullets, low spread, and a high ROF + high damage.

Cookie Xanadu 07-27-2014 06:38 PM

Quote:

Posted by Ghettoicedtea (Post 493869)
So i made some changes to the spread sheet. I lowered the clip for poison vine and gave it same stats as red rifle. The reason why i lowered the clip is so theres a trade off. When using the red rifle, you get 6 extra shots but sabers can reflect, but the poison vine beats sabers and has 6 less shots.
Flamethrower, bleck broke this gun. In an attempt to give it range he forgot that the gun has no clip so it shoots through walls, so now it has hella range + shoots through walls. (look into this please) So my counter to that is increase the damage from impact from 0 to 3, decrease the range to half an ipad screen, increase rof to .1, and get rid of the no clip. This way its not shooting through walls and to get a burn effect you must play aggressive.
The starter guns, don't really know what to do with those, for now, im leaving them with 0 recoil so they are easier to use and somewhat unique.

Flamethrower should instead of having a clip, have its ammo continuous, but you keep the impact damage when you get shot while using (hopefully it also sets you on fire too). Having its range shortened and unable to go over walls is good. It is a flame thrower after all with downsides, so you should at least be able to shut down an area with it at the risk of your own safety. Decrease its ammo to like 100 or so and have it use its own type so that it won't effect other weapons in its category (if applicable)

Plasma shotgun is seeing a massive buff. Damage increase to 5 per shot (15 overall), range 1/2 ipad screen, rof increase to .3, and sabers can not block them. This can be pulled off. Zone did the shotgun correct in that they have massive spread and have significant gaps inbetween. This gun now has the lowest b2k at 4 and the lowest t2k at 1.2 if all bullets from 1 shot hit the person and stack. This will not end up like the pBP in era since that gun had 4 bullets, low spread, and a high ROF + high damage.

Honestly, instead of increasing the shotgun's damage you should decrease it while adding in more pellets per shot. You know, like a real shotgun. Have shoot out around 8-10 pellets with each one doing 1 damage, while having a very wide spread. This will emphasize getting into their face and almost molesting them with the shotgun, as opposed to firing and getting a minimum of 5 damage from far away. Initial range will have to be hell-shortened though. Also make the god damn appirces fire 4 bullets dammit!

Pls

Ghettoicedtea 07-27-2014 07:24 PM

Flamethrower should instead of having a clip, have its ammo continuous, but you keep the impact damage when you get shot while using (hopefully it also sets you on fire too). Having its range shortened and unable to go over walls is good. It is a flame thrower after all with downsides, so you should at least be able to shut down an area with it at the risk of your own safety. Decrease its ammo to like 100 or so and have it use its own type so that it won't effect other weapons in its category (if applicable)

zones ammo system is not set up like eras. All of zones ammo is locked in, that means all of the clips are based off 1 ammo type like Energy is 18 rounds and low energy is 12 rounds. Also since theres a ammo depletion bug, you would only be able to use the flamethrower once since its clip would be 250, if you unequip it then reequip it, then you lose 250 ammo, max ammo stack is 250. Do the math 250-250=0.
The flamethrower just needs to be completely redone. it for starters needs a bullet graphic, the burn effect should stack, so everytime you get hit you get burned for 2 seconds and it adds on everytime you're hit. Im not against and actually want the flame thrower to be like eras where once the flamethrower hits something it sets fire to it. Problem with eras is that the fire last way to long, zones flamethrower should just instead once flamethower hits max range it just leaves a little pile of lava lasting only like 3 seconds and if anyone touches it, they are burned for 2 seconds. This way the lava gun is still far superior to the flamethrower for lying down a defensive perimeter and the lava is way more deadly.
What also would be cool is if the gun had a .5 shooter hitpoint unless you buy a suit that protects you from the heat coming from the gun. If you have the suit on, you have no penalty when using the gun.

Honestly, instead of increasing the shotgun's damage you should decrease it while adding in more pellets per shot. You know, like a real shotgun. Have shoot out around 8-10 pellets with each one doing 1 damage, while having a very wide spread. This will emphasize getting into their face and almost molesting them with the shotgun, as opposed to firing and getting a minimum of 5 damage from far away. Initial range will have to be hell-shortened though. Also make the god damn appirces fire 4 bullets dammit!
Oh hell no, no way im adding in more bullets for the gun. It would either be garbage, or the PBP. The gun would be way too ineffective at max range. If you even izone and use the shotty, you will notice that it has a massive spread at range and 90% of the time, you end up with only 1 hit because how far apart the bullets are. It would also completely neglect aiming, because 1 shot and you will always get a hit. Zone did the shotgun correctly, it just suffers from low damage.

Cookie Xanadu 07-27-2014 10:32 PM

Quote:

Posted by Ghettoicedtea (Post 493903)
Oh hell no, no way im adding in more bullets for the gun. It would either be garbage, or the PBP. The gun would be way too ineffective at max range. If you even izone and use the shotty, you will notice that it has a massive spread at range and 90% of the time, you end up with only 1 hit because how far apart the bullets are. It would also completely neglect aiming, because 1 shot and you will always get a hit. Zone did the shotgun correctly, it just suffers from low damage.

Eh, if done right with more bullets you can make it like an actual shotgun. The problem with your plan is that you'll do 5 damage with a single bullet at any distance with the chance of doing up to 15. That's more than what some guns can pull off at their peak range. By adding more bullets and lowering the spread you'll be doing around 1-2 damage as opposed to an easier 5. Having more bullets will promote people running up to your face and making sure that the gun goes right up the poop chute. With more bullets it definitely won't turn into the PBP as the gun itself does 24 damage regardless of bullets and is static in damage. Having it set up with more bullets, spread and less initial damage per bullet will ensure it won't be a PBP as... it's 1 damage with the max of 3. You won't stand still trying to pepper someone as they charge in with a far superior gun that dominates in range.

Flamethrower with a suit is bad. Shouldn't be any additional costs to it. It should just pepper an area with lingering flames; set people on fire with some initial damage and that's that. Capping the burn time would be ideal as well. But one thing that would really be useful is being set on fire if you get shot while wielding it. Sort of like the bullet is hitting the tank or some ****.

Ghettoicedtea 07-28-2014 01:00 AM

Quote:

Posted by Cookie Xanadu (Post 493969)
Eh, if done right with more bullets you can make it like an actual shotgun. The problem with your plan is that you'll do 5 damage with a single bullet at any distance with the chance of doing up to 15. That's more than what some guns can pull off at their peak range. By adding more bullets and lowering the spread you'll be doing around 1-2 damage as opposed to an easier 5. Having more bullets will promote people running up to your face and making sure that the gun goes right up the poop chute. With more bullets it definitely won't turn into the PBP as the gun itself does 24 damage regardless of bullets and is static in damage. Having it set up with more bullets, spread and less initial damage per bullet will ensure it won't be a PBP as... it's 1 damage with the max of 3. You won't stand still trying to pepper someone as they charge in with a far superior gun that dominates in range.

i think were not on the same page, im saying what the shotgun would look like if it was balanced with the 1/2 ipad screen thing. If you seen the spread for 3 bullets for that, you would realise theres no point of having even more. It would be impossible to dodge. Unlike with lots do little, theres 0 point of aiming the gun since you are guarentee a hit for some damage. You are still wanting to get up in peoples faces because according to my calculations. Your t2k with 1 bullet hitting is 2.7 seconds, 2 bullets hitting at 1.5. The 2 bullets to hit is almost impossible.

Cookie Xanadu 07-28-2014 01:13 AM

Quote:

Posted by Ghettoicedtea (Post 494003)
i think were not on the same page, im saying what the shotgun would look like if it was balanced with the 1/2 ipad screen thing. If you seen the spread for 3 bullets for that, you would realise theres no point of having even more. It would be impossible to dodge. Unlike with lots do little, theres 0 point of aiming the gun since you are guarentee a hit for some damage. You are still wanting to get up in peoples faces because according to my calculations. Your t2k with 1 bullet hitting is 2.7 seconds, 2 bullets hitting at 1.5. The 2 bullets to hit is almost impossible.

Eh, what evs. I just think it's a bit much to have so much burst like that, even if the downsides. I'm all for bigger risk = bigger reward, but it honestly doesn't sound like that much of a risk when your bullets are hitting the equivalent of a gun with the chance of dealing 3x that in one go. At least with more bullets you'd have an easier chance to hit, but at far far less damage.

Bleck3v3 07-28-2014 02:53 AM

I didn't make flamethrower, I've only done a couple guns and a few edits but anyways GIT, would you like to do a Skype call of some sort to converse about the changing of guns.


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