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Ghettoicedtea 04-17-2014 02:21 AM

weapon changes very detailed
 
since tashkin has finally released gun stats, i went full blown nerd and made a few changes. Unfortunatly, theres no extras like clip size (for guns, there is for ammo types) and reload time. So i won't have those :(
For starters good news everyone! I have found 4 new guns that are not in zone
Pulse Rifle
Plasma Rifle
Rocket Launcher
another Grenade Launcher
All the guns currently have the same stats except for made launcher and suck ass as they only do 2 damage, lol.

Ill start from the top, of course this is assuming that these charts are accurate and in my experience they always release what nerds like me want to see. NOTE i will be adding the time to kill on my weapons review page soon

Streamer- ROF decreased from .15 to .17; seriously OP in frenzy when tap fired

Flower Gun- ROF increase from .25 to .2

Plasma Chaingun- Increase clip size from 16 to 36

Lighting Pistol- ROF increase from .295(really wtf you guys) to .17

Chaingun- Clip increase from 20 to 25

Dart Gun- increase ROF from .3 to .15
decrease the bullet velocity from 1.2 to .8 (bullet will move slower than average bullet)

GPAR- ROF increase from .24 to .18 (ripper ROF)
Damage increase from 5.5 to 6
Clip reduction to 14

Pink pistols- should be doing 6 damage

AP Rippers- Decrease clip size from 36 to 12
Increase ROF from .18 to .16
Increase spread from .05 to .6

AP pirces- increase ROF from .22 to .2

siphon pistols- increase damage to 7
increase ROF from .245 to .2
Decrease bullet velocity from 1 to .6

FlameThrower- I have no clue wtf is up with this gun, apparently the bullet fired from the gun goes 30 tiles but everyone knows they only hurt people up close AND theres no attack radius so according to the chart it should be functioning like a normal gun.

Bleck3v3 04-17-2014 04:31 PM

Attack radius applies to melees and You should know bullet speed with low numbers are faster. So .6 is extremely fast

Ghettoicedtea 04-17-2014 07:00 PM

No i don't think thats how velocity for these guns works. It would make no sense because if you have 0 velocity then the bullet ain't going anywhere. So im going on a limb here and saying that 1.2 is faster than 1.0

What i really want to see and would be intresting is if user hit points were added onto the APR. Make people think twice before spamming them

im still not trusting these charts 100% accurate... the snow rifle feels way faster than the photon, GPAR and the bow is par to photons ROF... somethings fishy bout this chart or i haven't played enough and those weapons were nerfed...

Keeluah 04-17-2014 07:45 PM

@The 4 New guns. Those are the guns in ContraLMS.

Tashkin 04-21-2014 06:44 AM

The ammo types and clips sizes are on the second page of the document. Not sure what you meant by not having them. O.o

Also there are many issues with your stats. A .6 spread is going to be ridiculously huge and you would never hit your target. It wouldn't be possible. Which is why the spread is usually between 0-0.05. Anymore than that and the bullet will either shoot way off to the left/right. Making the weapon completely useless... literally.

The rate the the bullet travels is also only effected in missions. AFAIK.

BEH0LD iTz SAM 04-21-2014 11:01 AM

Quote:

Posted by Tashkin (Post 469363)
The ammo types and clips sizes are on the second page of the document. Not sure what you meant by not having them. O.o

Also there are many issues with your stats. A .6 spread is going to be ridiculously huge and you would never hit your target. It wouldn't be possible. Which is why the spread is usually between 0-0.05. Anymore than that and the bullet will either shoot way off to the left/right. Making the weapon completely useless... literally.

The rate the the bullet travels is also only effected in missions. AFAIK.

You should make a more dumbed down version of your stats guide, yes it lists everything but to normal players who look at it, it's rather confusing with all the different stats. This comes from experience of many players on era who struggled with the most basic things like what rate of fire and freeze means, who knows how they'll be able to comprehend all the different variables in your guide

Ghettoicedtea 04-21-2014 04:33 PM

Quote:

Posted by Tashkin (Post 469363)
The ammo types and clips sizes are on the second page of the document. Not sure what you meant by not having them. O.o

Also there are many issues with your stats. A .6 spread is going to be ridiculously huge and you would never hit your target. It wouldn't be possible. Which is why the spread is usually between 0-0.05. Anymore than that and the bullet will either shoot way off to the left/right. Making the weapon completely useless... literally.

The rate the the bullet travels is also only effected in missions. AFAIK.

im well aware a .6 spread is massive for zone. But it wouldn't be terrible like the m8a1 in era that has a 1 spread I believe and spread actually makes a gun a lot easier to use imo. This holds true especially in zone, with the 360 shooting you can just shoot straight and let the spread do the suppressing instead of firing in a cone. example being the chaingun. I notice I can drop people with that much faster than the grass gun because of the spread.
Im going to have to completely redo this crap now because my bullet velocity mentality was completely wrong. fak.

and clips are wrong too since there whack af and not like eras. I just noticed that dumb ammo type thing.

Quote:

Posted by BEH0LD iTz SAM (Post 469390)
You should make a more dumbed down version of your stats guide, yes it lists everything but to normal players who look at it, it's rather confusing with all the different stats. This comes from experience of many players on era who struggled with the most basic things like what rate of fire and freeze means, who knows how they'll be able to comprehend all the different variables in your guide

Quote:

Gravity: Low gravity makes it fly straight and high gravity makes it curve like grenades.

Bullet Speed: Tiles per frames default 1. Typically this only has to do with missions. Lower the number the faster the bullet travels. So 1 should typically be faster than 1.2. Though the difference will probably not seem like much.

Bullet Power: Bullet Damage

Bullets Frequency: Rate of Fire, delay between shots in seconds. Lower the number the faster the bullet shoots out of your weapon. So 0.17 is going to be faster than 0.2.

Bullets Distance: How far the bullet will go. Distance is number of tiles. A tile is 16x16 pixels. Typically this only has to do with missions.

Bullets Spread: The bullets are not shooting exactly where you point, it adds some randomness. It's in radiant (not degrees). We usually keep this low around 0.1.

Recoil: Obviously pushes you back when you shoot. Higher the number the more it pushes you.

Shooter Hitpoints: Shooter takes damage, don't think this actually works and is not being used currently.

Attack Radius: This is only for melees and it's the distance in which you can hit a player.

Frenzy Bonus: After you kill somebody with a weapon that has Frenzy it lets your weapon do +1-2 damage.
he posted this plus there are despcriptions on the thing

version 2
Spoiler
Streamer- ROF decreased from .15 to .17; seriously OP in frenzy when tap fired

Flower Gun- ROF increase from .25 to .2

Plasma Chaingun- Energy to very high energy

Lighting Pistol- ROF increase from .295(really wtf you guys) to .17

Chaingun- mid energy to very high ammo

Dart Gun- increase ROF from .3 to .15
decrease the bullet velocity from 1.2 to 1.6 (bullet will move slower than average bullet)

GPAR- ROF increase from .24 to .18 (ripper ROF)
Damage increase from 5.5 to 6
Energy to mid ammo

Pink pistols- should be doing 6 damage

AP Rippers- convert high ammo to low energy
Increase ROF from .18 to .16
I goofed up the spread, that was supposed to be on chainguns.

AP pirces- increase ROF from .22 to .2

siphon pistols- increase damage to 7
ROF buff would make it super OP and cheap rippers giving no point of rippers.

FlameThrower- I have no clue wtf is up with this gun, apparently the bullet fired from the gun goes 30 tiles but everyone knows they only hurt people up close AND theres no attack radius so according to the chart it should be functioning like a normal gun.

Tashkin 05-01-2014 06:47 AM

Zone's weapon system is different than Era's. The stats of the weapons don't act the same. They are similar, but very different. Hence the reason for needing a smaller number. You would most like shoot the opposite way with a high number like that on Zone.

P.S. would be pretty funny though.

Ghettoicedtea 05-10-2014 10:19 PM

well i did some mo studying and heres what i came up with.
Non tap fire weapons have a 5 in the thousandths place (.xx5)
i did calculate all of the t2ks on guns, ill be posting that in my weapons thread.

Quote:

Posted by Tashkin (Post 471379)
Zone's weapon system is different than Era's. The stats of the weapons don't act the same. They are similar, but very different. Hence the reason for needing a smaller number. You would most like shoot the opposite way with a high number like that on Zone.

P.S. would be pretty funny though.

hmmm I'm not quite so sure where you are implying that you will shoot in the opposite direction and from what i have noticed from the gun charts, you can't really be saying high numbers = bad since according to the charts, nothing dares goes above .5 with the exception of the recoil on GL and egg launcher and damages. It would be a breath of fresh air if there were more varies of gun types. And who knows, maybe going above .5 would be an improvement.

Cookie Xanadu 05-10-2014 10:59 PM

Quote:

Posted by Ghettoicedtea (Post 468325)
since tashkin has finally released gun stats, i
AP Rippers- Decrease clip size from 36 to 12
Increase ROF from .18 to .16
Increase spread from .05 to .6

AP pirces- increase ROF from .22 to .2
.


Honestly, this is what annoys me the most about iZone. There's very little variety in weapon choices. All guns act the same with very minor differences in damage or speed. If things were changed such as appirces firing 4 bullets with low damage and aprippers firing slowly but hitting hard, then it'd start to get interesting. Having weapons that fire fast spread far, fires multiple bullets or applies effects on hit would definately change the game and make it much less like iEra. However, it'd be hard to do with without changing the health cap to 100, but from what I understand, Stefan wants none of that **** again, so it'll probably never happen.

kenthefruit 05-10-2014 11:34 PM

I don't see what's so bad with increasing health to 100, would allow a lot of differences between guns like Cookie Xanadu suggested.

Ghettoicedtea 05-11-2014 12:00 AM

Quote:

Posted by kenovo (Post 473304)
I don't see what's so bad with increasing health to 100, would allow a lot of differences between guns like Cookie Xanadu suggested.

no no no u c unix wants it to be 50 that way balancing will be hard.


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