Asking if they are
Printable View
Asking if they are
No. You answered your own question.
Anyone here 'useful' and 'helpful'?
- - - Updated - - -
extra details plz
This? https://www.era-go.com/forum/showthr...l=1#post491604
Quote:
Ok going to make this as short as I can so it doesn't get too complicated.
With the original weapon 'nerfs' among other things one of the main intentions was to reduce a lot of the fast fire-rates across the high damaging guns to create more of a skill gap in having more ability to dodge bullets (less spam walls, more opening between bullets to dodge etc). For the most part that went well however I do recognise that meant an increased kill time overall which is what this change i'm about to explain will hopefully fix.
What I plan to do is increase the damage of most guns in the game so that they will kill in one less bullet than currently. (notice the word 'most' is in bold meaning not all guns, i'll get to that part later on).
Here is an example of how the damage buffs will work out (note that it can't be an equal buff for each gun as the bullets to kill don't always add up)
Assume these damage values are all for perfect condition weapons and the number of shots to kill are based on a full hp player (50 hp).
12 damage guns - +1.5 damage buff = 13.5 damage - going from 5 shots to kill to 4
11 damage guns - +2 damage buff = 13 damage - going from 5 shots to kill to 4
10 damage guns- +2.5 damage buff = 12.5 damage - going from 5 shots to kill to 4
9.5 damage guns- +2 damage buff = 11.5 damage - going from 6 shots to kill to 5
9 damage guns- +2 damage buff = 11 damage - going from 6 shots to kill to 5
8 damage guns- +1.5 damage buff = 9.5 damage - going from 7 shots to kill to 6
7 damage guns- +1 damage buff = 8 damage - going from 8 shots to kill to 7
6 damage guns- +1 damage buff = 7 damage - going from 9 shots to kill to 8
5 damage guns- +1 damage buff = 6 damage - going from 10 shots to kill to 9
4 damage guns- +1 damage buff = 5 damage - going from 11 shots to kill to 10
Basically these additional damage values mean that guns will be killing in 1 less bullet than before assuming you're killing someone on 50hp.
Now getting to the 'most' part, there will be exceptions, they still need to be figured out but a base line is that no guns that kill in 4 shots currently (such as the ion bow/ DSR 50 and a few others) will be buffed to kill in 3 shots. They'll get a damage buff as well but their shots to kill will remain as it currently is, and i'll probably give another stat a minor buff to account for that.
Not all stacked damage guns, especially ones that fire multiple bullets will receive buffs due to the fact that even adding 0.5 damage extra would throw some off too much.
Additionally fast firing guns like the minigun/ flame/ chem can't receive any damage buffs without the buff being too significant. (eg minigun does 4.5 damage perfect, being a 12 shot kill currently. If I even buffed it by only 0.5 making it 5 damage perfect then that would make it go from a 12 bullets to kill to a 10, meaning 2 less bullets which would probably make it the best gun in the game AKA too strong).
Like I said i'll still have to figure out what to do with some of those exceptions, probably buff it somewhere else in a minor way, but damage wise not much can be done.
TLDR
Aim
- To buff most guns in the game to kill a 50 player HP in 1 less bullet than it currently kills in.
Reason
- To speed up fights, making the game fast pace, high risk/ high reward
- To counter the lower times to kill across the board that came from the firerate nerfs during the weapon rebalance
Exceptions
- High firerate, low damage weapons (eg minigun type weapons) won't receive damage buffs
- Explosive weapons won't receive damage buffs if the additional damages make it too strong
- Guns that currently kill in 4 shots (eg ION bow, DSR50, Lapua 338) won't receive buffs that make it 3 shot kills
- Stacked weapons that fire multiple bullets won't get damage buffs
Additional Change
- Because of the addition of many .5 damages in some of the buffs, the Player HP bar will be updated to display 0.5 numbers (eg 45.5 HP, 29.5 hp etc)- currently the health bar just rounds the damage down which is why you may have seen players running around with 0 health when really they were at 0.5.
I'm hoping to update all the damage all at once before the end of the year. There is also an additional gun related update I have been waiting on a few scripts to be finished that I wish to release along side this update however I can't give any info on what it'll be other than it's not weapon stat related.
Update 16/11/18
ALL RIGHT
So this is what's going to go down. Most guns have now been buffed following the stats I posted originally;
(perfect condition damages)
12 damage guns - 13.5 damage - going from 5 shots to kill to 4
11 damage guns - 13 damage - going from 5 shots to kill to 4
10 damage guns- 12.5 damage - going from 5 shots to kill to 4
9.5 damage guns- 11.5 damage - going from 6 shots to kill to 5
9 damage guns- 11 damage - going from 6 shots to kill to 5
8 damage guns- 9.5 damage - going from 7 shots to kill to 6
7 damage guns- 8 damage - going from 8 shots to kill to 7
6 damage guns- 7 damage - going from 9 shots to kill to 8
5 damage guns- 6 damage - going from 10 shots to kill to 9
4 damage guns- 5 damage - going from 11 shots to kill to 10
There will be a 1 week TRIAL PERIOD. During this week you guys can test out how the game feels whilst I decide what to do with the guns that didn't receive damage buffs, as in buffing them in a different stat eg. reload time decrease. Also to make sure nothing breaks. After that week then they should hopefully be finalised.
Here is the list of guns that DID NOT GET DAMAGE BUFFS (due to having stacked damage, explosive damage or did 12+ damage pre buffs).
870FieldShotgun
ArtilleryCannon
Assault_Rifle
Bolt_Blaster
Champagne_Gun
ChemicalGun
Chocobo
CincoCannon
CL_Bazooka
CornLauncher
DeceasedCannon
Diablo_Duals14
Diablo_Duals18
Diablo_Duals
DinoSmash
DSR50_Sniper
Carnage
EggRPG
ElectricStaff
Era_RPG
FIM_92_Stinger
FlameThrower
GasLauncher
GrenadeLauncher
HCannon
IceWand
Ion_Bow
Ion_Pulse_Cannon
LasCannon
M16a3
M3
Magma_Launcher
MG36_2
Model_1887
Naglfar
Nitro_Blaster
PBPShotgun
PeaceMaker
Plasma_Pistols
RabbitRPG
RPG7
SharkNader
Shotgun
SnowBallCannon
TacoCannon
TurkeyBlaster
Gun_Vulcan_Minigun
WaterStaff
XFG_SMG
XM25
Also to reiterate Melees are NOT getting damage buffs.
Let me know if you find a gun that wasn't buffed that isn't in that list of guns above
UPDATE 19/11/18
DECREASED the damage of:
M107
PSG1
PG338
Down from 12.5 damage to 11.5 damage (Not perfect). This maintains the 4 shot kills of those guns, just reduces the damage so to reduce instances where a player might of been hit by 3 PSG1 shots, and then having low enough health to be 1 shot by a player using a 5 shot to kill gun such as the M4.
INCREASED damage of Minigun from 3.5 to 4 (not perfect)
DECREASED the reload time of the flamethower from 0.9 freeze to 0.45. Means less time you can't shoot whilst equipping to it, and more ability to dodge when you reload however the time before firing after reloading is unchanged.
DECREASED the damage of the starter pistol from 8.5- 8. Bullets to kill remains unchanged, more so done for the same reasons as the M107/ PSG1/ PG338 damage reductions.
ADDED an additional bullet fired from the PBP shotgun, meaning it now fires 5 bullets dealing 3 damage (not perfect). So theoretically you should be capable of doing 20 damage if all 5 shot hit. (will be seeing how this buff plays out so just know it might be reduced again if things get too crazy. Also the spawn killing will be looked into and hopefully fixed soon
CHANGED the bullet positions of the Dual Raffica's, making the bullets leave closer together which should hopefully stop the bug where the Raffica does double damage when it isn't meant to.
Anyways already got answered, all guns that were 9 dmg rusty are 11.5 now, and when perfect are 12.5 dmg (10 b4)
Thank you Pastilla, Very helpful!