Hiya! Welcome all to my profile! Well, not really a lot can be say here, I mostly mod and map for the GoldSource engine, though I do mod other stuff here as well. Anyway, hope you enjoy your visit!

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Report RSS Weapon Damage Balancing (view original)
Weapon Damage Balancing
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JustBarney
JustBarney - - 244 comments

If only it was possible to have them using different ammunition types, seeing as how 3/5 of those guns don't even use 9mm ammunition

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ZikShadow Author
ZikShadow - - 506 comments

Indeed, having the 5.7/5.56 ammo be not-as-common as the 9mm ammo would definitely be a real change in terms of weapon usability.

But, seeing as I couldn't exactly access the code (nor have the ability to tamper with it even if I have it), damage is the only thing that I can change for now.

I could also deny access to the new weapons by removing their entities from the maps all together, but then it would be quite a shame to lose the new stuff.

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FlippedOutKyrii
FlippedOutKyrii - - 3,506 comments

"The Real" was a Hodge-podge of idea's thrown into a tumble-dryer.

The guy who made it clearly had no idea how to balance gameplay, so even trying to fix his mistakes seems very slow and cumbersome.

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Description

The door to the left that you see here used to be a completely wooden door, it also is the way you're supposed to go to proceed, it has the strength of about 100 health, and the completely blockade-wooden look + sturdy health might fool you into thinking that it's not the way to continue. That problem is rectified, it is now a 25 health kinda-wooden-looking-glass "door".

Anyway, to move on to the current problem...

Kinda a bit in the dark here.

There are 5 9mm weapons in this mod, all of them sharing the same ammunition whilst having different stats, this might sound fine on paper, except that some weapons are literally the better versions of your older weapons and might make some of your old weapons not as useful (if not set back as nothing more than backup weapons in case your new weapons run out).

The Fiveseven, for instance, is as accurate as the Glock's pri-fire while having the speed of its alt-fire, add an extra 2x to the damage, same ammo capacity too.

The M4A1 + the P90 are pretty much the 9mmAR without the contact grenades, but the M4A1 (slightly slower and 30 round mag) deals an extra 10 damage while the P90's (same 50 round mag and damage as 9mmAR) rate of fire can instantly decimate opponents.

Right now, the only thing I can do is somewhat balance them through damages

Currently, I have it so that:
(from slowest to fastest)
- 9mmhandgun (Glock) | 8 damage-per-bullet
- fiveseven (Obvious) | 7 damage-per-bullet
- mrifle (M4A1) | 6 damage-per-bullet
- 9mmAR (MP5) | 5 damage-per-bullet
- lasergun (P90) | 3 damage-per-bullet

Do you like the damages set like this or do you prefer the "classic" style of weapon damages?