Page 17 of 18 FirstFirst ... 7 15 16 17 18 LastLast
Results 161 to 170 of 178

Thread: Upcoming Weapon damage Buffs

  1. #161
    a few days ago I bought cripple cannon and I was doing tests with the gun with my friends and discovered very annoying things, and I discovered that the description given to the weapon is FALSE, the description says that cripple cannon has STACK dmg which is a lie, I think that for a weapon that costs 75ec at least should have a stack since it is not such a powerful weapon, and for 75 ec at least the description they give should be true.the blue mode has no stack, and the green mode does not even need to stack because it has too much spread and is slow, so giving 2 shots to someone in green mode is almost impossible

    Name - Cripple Cannon
    Freeze - 0.095
    Firerate - 0.24 | 0.36
    Spread - 0 | 0.135
    Clip - 20
    Reload - 0.3
    Bullets - 1
    Auto - Y
    Stacked - Y FALSE
    Last edited by raziel; 02-01-2019 at 10:28 PM.

  2. #162
    Big Cheese Blitz Canavi's Avatar
    Join Date
    Aug 2013
    Location
    Florida
    Posts
    1,069
    It seems a bit hard to use spammy weapons with low mobility now that a lot of the guns can kill you in less shots.

  3. #163
    Player Abdullah1441's Avatar
    Join Date
    May 2015
    Location
    California
    Posts
    6,937
    Quote Originally Posted by TJ Canavi View Post
    It seems a bit hard to use spammy weapons with low mobility now that a lot of the guns can kill you in less shots.
    Spammy weapons have always done less damage per shot as that's the point of using said guns.

    You just fire at your opponent, and hope that the sheer number of low-damage bullets being flung at him knocks him dead.
    Formerly known as "AliGamer911".

  4. #164

  5. #165
    Street Boss Mrpibbgraal's Avatar
    Join Date
    Jul 2013
    Location
    Texas
    Posts
    529
    Quote Originally Posted by BiTzSam View Post
    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.
    When is the Exotic Shifter getting the explosive raidus bug fixed??

  6. #166
    Old new player JimmY1809's Avatar
    Join Date
    Oct 2017
    Location
    America
    Posts
    507
    And I'm still waiting my de-useless buff on my sniper.

  7. #167
    Street Boss Mrpibbgraal's Avatar
    Join Date
    Jul 2013
    Location
    Texas
    Posts
    529
    Is the explosive effect not working on either exotic this year?

  8. #168
    Big Cheese Blitz Canavi's Avatar
    Join Date
    Aug 2013
    Location
    Florida
    Posts
    1,069
    Quote Originally Posted by JimmY1809 View Post
    And I'm still waiting my de-useless buff on my sniper.
    He wont make the DSR kill in 3 hits...

  9. #169
    The snowball cannon is supposed to deal 8 dmg but it’s 3 dmg? Anyone know why?

  10. #170
    Newcomer Aku's Avatar
    Join Date
    Oct 2015
    Location
    France
    Posts
    15
    Quote Originally Posted by raziel View Post
    a few days ago I bought cripple cannon and I was doing tests with the gun with my friends and discovered very annoying things, and I discovered that the description given to the weapon is FALSE, the description says that cripple cannon has STACK dmg which is a lie, I think that for a weapon that costs 75ec at least should have a stack since it is not such a powerful weapon, and for 75 ec at least the description they give should be true.the blue mode has no stack, and the green mode does not even need to stack because it has too much spread and is slow, so giving 2 shots to someone in green mode is almost impossible

    Name - Cripple Cannon
    Freeze - 0.095
    Firerate - 0.24 | 0.36
    Spread - 0 | 0.135
    Clip - 20
    Reload - 0.3
    Bullets - 1
    Auto - Y
    Stacked - Y FALSE

    I agree with him.
    however the problem in my opinion would come mainly from the fact that the cc was previously bought and used for its gameplay inovant with his stats that gave him stun and 50% chance of knockback to overcome his lack of DPS.
    Moreover, now that the weapons have been improved, it is even more useless in combat than it is in base or in spar because even if it has received more one of damage, it is this effect and not these damage which made of this weapon a weapon with an innovative gameplay, forcing opponents to adapt to the fact that it may be stun or knockback.
    this weapon in view of its stats may not deserve to receive more 1 damage, but deserves amply to see its effects be improved

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •