Author Topic: TTT Weapon Rebalancing  (Read 1178 times)

Slendyficate

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TTT Weapon Rebalancing
« on: December 30, 2016, 08:04:19 PM »
Throughout the past few days alot of people have been wanting to have the weapons rebalanced like they used to be, unfortunatly we lost the previous stats of the weapons meaning we cannot provide this yet. That being said, everything is not lost. Below you will see a table with the current stats of the weapons on the server, with old stats being shown in parenthesis.

Incase most of you dont know what the different stats mean or in which way they work here is a basic summary.
Delay is the time between each shot in seconds (0.1 would mean you could fire 10 shots within a second).
Recoil is how much your aim will move when you shoot, the higher the worse.
Automatic is if you can hold down left click to continue shooting.
Damage, self explanatory.
Cone, otherwise known as accuracy is how much the bullets will differ from the center of your aim, the lower the better.
Clip size and Default clip are essentially the same, its how much ammo you can have loaded at a time, with Clip max being total ammo you can carry around.
Headshot Multiplier fairly self explanatory aswell, default multiplier is 2.7.

With the following said and done, we would like to hear the community's feedback on this to help make as well balanced weapons as possible all way around and not just make shotguns better than everything else.
« Last Edit: December 31, 2016, 01:01:33 AM by Slendyficate »

Radovan

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Re: TTT Weapon Rebalancing
« Reply #1 on: December 31, 2016, 12:36:29 AM »
AWP damage = 185 -> 85, delay = 2.0 -> 1.5
Pump Shotgun damage = 20x8 -> 15x8, recoil = 8.0 -> 10.0, delay 1.0 -> 1.1
Auto Shotgun accuracy = 0.085 -> 0.11, delay 0.5 -> 0.6

Quote from: Slendyficate
Added to table.
« Last Edit: December 31, 2016, 12:58:34 AM by Slendyficate »

Slendyficate

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Re: TTT Weapon Rebalancing
« Reply #2 on: January 06, 2017, 10:19:53 PM »
Silenced m4a1 - damage from 23 -> 19
M16 - damage from 23 -> 19
Suppressed Sniper - recoil from 4 -> 7
Silenced Pistol - delay from 0.38 -> 0.23
Silenced Pistol - damage from 28 -> 33
SG552 - damage from 25 -> 34
SG552 - recoil from 1.3 -> 2
SG552 - delay from 0.15 -> 0.2
Incend. Rifle - cone from 0.002 -> 0.02
Famas - damage from 20 -> 22
Mp5 - damage from 14 -> 17
P90 - damage from 10 -> 11
Mac10 - damage from 12 -> 14
Huge - damage from 13 -> 7
Huge - delay from 0.06 -> 0.032
Huge - recoil from 1.9 -> 1.0
Fiveseven - delay from 0.38 -> 0.27
Fiveseven - damage from 25 -> 28

Radovan

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Re: TTT Weapon Rebalancing
« Reply #3 on: January 06, 2017, 11:30:55 PM »
Huge - damage reverted from 7 to 13, reduced to 12
Huge - delay reverted from 0.032 -> 0.06
Huge - recoil reverted from 1.0 -> 1.9

Silenced G3 Sniper converted to be identical to SG550, with damage reduced to 20 and headshot multiplier to 5
« Last Edit: January 07, 2017, 01:36:25 AM by Radovan »

matt

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Re: TTT Weapon Rebalancing
« Reply #4 on: January 12, 2017, 08:56:07 AM »
Crowbar push force needs multiplying by about 6 million

Just because

Radovan

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Re: TTT Weapon Rebalancing
« Reply #5 on: January 15, 2017, 01:18:40 PM »
Crowbar push force needs multiplying by about 6 million

Just because

Funny you should say that...

Radovan

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Re: TTT Weapon Rebalancing
« Reply #6 on: January 06, 2018, 09:17:34 PM »
Thinking of changing explosive AWP damage to 100 on bullet, 60 on max explosion (ie. direct).

An overhealed (140 HP) detective (30% effective armour) will be able to survive a body shot (70 bullet + 60 explosive = 130 dmg)
An overhealed innocent will be able to survive a limb shot (55% damage potential) (55 + 60 = 115 dmg).
A non-overhealed detective will be able to survive a limb shot (38.5 + 60 = 98.5 dmg).
No one survives headshot (270% damage potential).
Full karma (no reduction) is assumed (no RDMing, kids!)

Not sure if code will allow this, need to do some checks.

Will make the trail more visible (and traceable), possibly by making it static and slowly fade.

And to counter-balance, will make it more "explosive", so it actually has a larger radius (60 explosive damage at centre).

Radovan

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Re: TTT Weapon Rebalancing
« Reply #7 on: January 06, 2018, 09:27:35 PM »
Fist of the North Star rework ideas:

3 types of attacks (all stored on 1 weapon, is this possible with Reload button, in addition to M1/M2, or separate weapon for one of these styles (maybe another can be thought of/with taunt)?

Punch - FOTNS style, rapid attack, fair damage, probably 4 hits to kill? https://youtu.be/Svav1AWuOYA?t=6
Every punch = 1 "AT", trail for funny sound = http://ccrg.co.uk/fastdl/sound/fotns.mp3

Slap - Disarm them (drop all weapons?), whack them very far away (add slight vertical push too for level/downwards slapping?), possibly falling to their death also (not too high then?).
Moderate/weak damage from the hit itself.
Sound = https://www.youtube.com/watch?v=AFCxHmtHTGU

Kick - Heavy damage (not insta, since these attacks are reusable - use knife). Should keep ranged window kicking, cos super funny, or super bullshit and remove? Can apply to any thin prop, perhaps more BS than funny.
Attack would be slow, maybe delayed - "This is Sparta!" themed - https://www.youtube.com/watch?v=NgiSSXQD1wY
Jihad-type delay (~2 seconds) while the sound plays, before delivering the heavy shot. In this case, perhaps it can be insta kill?
With this style of attack, should these be comboed with the other types of weapons?

-----
EDIT:
Additional SWORD weapon - pairs with kick.
Sword has large melee attack range? TF2 demoman like - also has charge ability, much like Sanic, for boosted speed (forced (fixed amount?) forward on activate?) limited charge, can regen, demoman basically. Use Reload key for this.
For alternate fire, sits the Sparta kick.

-----
EDIT:
Special ability on the punch - rare chance to get a lucky critical shot, TF2 crit sound, body explodes - FOTNS-style like. https://www.youtube.com/watch?v=WChHqaO5SeI
Paint the player red, freeze them in place for a few seconds, watch their body expand and retract, shout "NANI?!?" then pop.


----
EDIT:
Maybe the secondary slap attack should also be a second delay - begone... THOT!
« Last Edit: January 06, 2018, 10:08:21 PM by Radovan »