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> Ideas to optimize PE!, (Weaponbalances, Itempoints etc)
MadMax_FMM
  Posted: May 02, 2003 11:47 am
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Greetings!

Please only post ideas and suggestions to optimize or improve the gameplay without mentioning any new stuff. biggrin.gif (That´s in the other thread. ^^)

Thx very much!


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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

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Desperado
Posted: May 02, 2003 02:21 pm
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---------------------------Moved from another thread--------------------------------

-The USP 9 is just taking up space. It's almost identical to the P226 and Beretta 92FS. The machine pistol isn't different enough from the single Glock MP and the P226 MP to make it useful.
-Drop the 226 MP price to 10 credits. It's nice, but not as nice as akimbo Glocks, and not three points nicer than an single Uzi.
-Akimbo Berettas need to fire twice as fast as the single version. Why don't they use the same akimbo system as the Uzis and Glocks anyway?
-The Desert Eagle needs either a ROF and magazine capicity increase or a price drop. It isn't quite worth 7 credits as is.
-The single P226 needs a price drop too. Like the DE, it's good, but not 6 credits good (That's enough for a kevlar vest, cyber arms, or cyber legs).
-The M3 and SPAS need a ROF increase and more spread. They're jsut as powerful as SMG's up close, but they can't hop around spraying bullets. Lets make them the point blank specialists.
-Possibly drop one of the shottys for something else. I find them to be too much alike: The SPAS is a little more powerful, the Benelli is a little cheaper. Maybe have a short pump action instead of the Benelli; same power and ROF as the Benelli has now, but would hold fewer rounds and be cheaper.
-The Seburo is nice, but you can't carry enough ammo for it. Why have it when a pair of Uzis will match its ROF, power, and accuracy while carrying way more ammo. Needs a small price drop, or maybe just a complete redesign.
-MP5SD vs MP5/10: Near identical stats, yet the MP5/10 costs one credit more and lacks a siliencer. See a problem? Swap prices I say.
-The Stoner needs either a ROF increse, a damage increase, or a price drop. It can't kill with one shot to the head, but it doesn't fire fast enough to be a flexable marksmans rifle. I vote for the damage increase.
-The 551 takes forever to revover from a burst, costs more than any other assault rifle, yet has no apparant accuracy, ROF, or power advantage over them. For one credit less I can get and AUG, which recovers quicker and sports a scope for increased long range accuracy. I think it should be droped in favor of a new assault rifle.
-Single Beretta needs a ROF increase and an accuracy decrease.
-The M16 and Travor are a little too alike. Both have full auto and burst modes, the travor fires a bit faster and costs a credit more, while the M16 is cheaper and more accurate. Because the Travor seems well balanced as is, I suggest modifying the M16, but I'm not sure exactly as to how.
-The P225 needs to deal more damage and/or fire faster, due to its small magazine. Or maybe it needs to be replaced as well. Not sure yet.
-Most of the cyber addons need to be either cheaper or more powerful. For example, the fastjack addon costs more than the cyberarms you need to have it, yet the arms increase knife damage a lot more, increase your max ammo capacity, speed up your reloads, and protedt you. The grenade range increase is gravy (not a big deal, and useless if you lack grenades), so esentially your coughing up those eight credits for a 50% bonus to hack, which isn't used on dirty buisness maps, and might be used every fourth round in the hacking maps if you're the syndicate. Does that seem justifiable? I would go with a combo of the two: the archilles heel and sentinal could be enhanced to make em worth the price, the other could lose a credit or three in price.
-Nightvision is pretty usless right now. Most maps are plenty well lit, plus you have your stock flashlight if the server allows it. I suggest removing the flashlight from the mod and making the goggles cost one credit. They still won't be used too much, but at one credit that wouldn't seem quite so bad (plus removing the flashlight would free up a key in the controls menu).
-For the expense, armor could use a slight increase in effectiveness. They are sturdy enough, just have them absorb a higher percentage of the damage you get hit with (I've seen many people die with a significant amount of armor intact).

That may seem like a lot but A] I type a lot and B] most of the changes are extremly minor. There are just a lot of those minor changes is all.
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KaMpFNuDeL
Posted: May 02, 2003 05:04 pm
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adding to my predecessor, the flashlight key could be used for weapon drop instead to pick up dead enemies´ weapon smile.gif
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Babulugats
Posted: May 02, 2003 05:09 pm
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Aye, dropped weapons would be a very welcome feature, especially with how often my Seburo seems to dry up on me. smile.gif


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MadMax_FMM
Posted: May 02, 2003 05:15 pm
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There´s a big problem. If we would make dropable weapons we would reach the technical memory-limit of HL.... sorry guys. biggrin.gif


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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

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hobgoblin
Posted: May 02, 2003 08:42 pm
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then loot some bodys smile.gif

i find the akimbo miniuzi's style of use apain in the ass (they tryed the same in firearms and it was dropped, for good reason). basicly if you try to use both guns at the same time then one will run out long befor the other one. replace the secondary fire with a system that toggles left, right or both. oh and make them only reload when you try to fire a empty gun or hit reload...

allso, sometimes i think the handguns kinda stutter. atleast in gangsta style (whats the point of that anyways? maybe it says what in the manual, i just skimmed it) i have gotten som strange 2 shots at the same time kinda sounds.
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R4v3n
Posted: May 03, 2003 08:46 am
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i dont know where to putt it so i sticked it in 2 places . I want only to be seen by one of the devs....this is unprofessional
plEASE FIX THOSE AWFUL HANDS that come up with ak 47 tavor ,and spas they look like they were done in a big hurry.......wtf siknny skeleton hands.....WTF YOU CAN DO BETTER JUST LOOK AT OTHER HANDS!!!
This should be the 1st thing you should do in next v of penemy
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hobgoblin
Posted: May 03, 2003 02:27 pm
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hehe, they kinda look like the desert crisis hands...

but personaly i think that visuals (unless they are indeed nasty) have a lower impact on the playability then fetures and balance, so there...

raven, if your looking for the latest game to fuel your need for eyecandy then take a look at doom 3. let the crew worry about game balance and fetures first and then they can do some work on eyecandy (that most if the time will make any pc execpt top of the line stuff crawl, and not all can afford a setyup like that)
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Xcentric
Posted: May 03, 2003 07:01 pm
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Okay. Im gunna sum it up short cuz I wanna play soon. wink.gif

Beretta 96FS and Akimbo - Great guns, decent DMG. DMG could be upped 2-5 points, RoF desperatly needs to be increased. Otherwise all good!

USP and MP - Like Desperado stated, why have them? They are too much alike the other guns. Its basicly just a name change. Add something creative, an odd gun no one has heard of but still exists. (I can help with this, I'll hask UberSoldat from over at ModDB forums.)

Rifles in general - I think they have a good RoF, but Much to much DMG.

MP5's - IMO I think 1 MP5 is enough for players, maybe just let them choose if they want a silencer for 2credits? @ Desperado, The MP5/10 reloads faster due to it has 2 clips that just switch, that is why it costs more that the SD6.

Vulcan Mini-gun - MUCH to accurate, not enough DMG, spread it out and makei t do more DMG. I shot a gun in the head once and it did 5 DMG. I don't believe he was wearing a helmet.

Thats all I can think of for now

[EDIT] Get rid of those Akimbo Glocks. It kills this mod. They are almost the best weapon at medium where most fighting is done.

Stoner Sniper Rifle - Not enough damage, I feel that snipers have the most power from far rane, in this mod a 1 shot M16 burst can almost out gun it.



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Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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Xcentric
Posted: May 04, 2003 02:35 am
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Okay after much more testing, I think the Both of the fully-auto Akimbos (Glock and Uzi) need to be reduced. As I said in my other thread, you can help this by 1) getting rid of the akimbo glocks. 2) Make thier clips the standard 17 (or 20?) shots. As for the Akimbo Uzi's I dunno how to corrrect this besides lowering the DMGa bit, or decreasing the accuracy alot. Or gettin rid of em. the AK also seems to be MUCH better than the M16 yet the same price, I say 16-17 credits for it not 15.


--------------------
Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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Javert
Posted: May 04, 2003 04:42 am
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The glocks should be toned down. One match had this guy saying "ooh, use the glocks. They're so *expletive* powerful." He then proceed to have the highest kill count in the server.
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Xcentric
Posted: May 04, 2003 05:00 am
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QUOTE (Javert @ May 4 2003, 03:42 AM)
The glocks should be toned down. One match had this guy saying "ooh, use the glocks. They're so *expletive* powerful." He then proceed to have the highest kill count in the server.

Yes. Maybe even toned down jsut a tish, and have a regular 17 bullet clip.


--------------------
Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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Desperado
Posted: May 04, 2003 10:16 pm
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After looking at the Seburo some more, I've changed my mind. According to the manual, it should have 5 mags of extra ammo (160 rounds). It has 100. If this is fixed, then I think the seburo should go up in price. It has about the same power as the assault rifles, same mag capacity, fast reload, and a high ROF. The only reason I advocated a price drop before was because of the low extra ammo.

Am I the only person who doesn't either use the akimbo Glocks or hate them? Sure, they are good at mid to short range, but so are many other weapons. They have pretty bad accuracy, and low per shot power. Plus, they are almost as heavy as a MP5SD or akimbo Uzis. I will admit tohough, they seem kind of redundant with the akimbo Uzis. Perhaps ditch the akimbo Glock machine pistols, but keep the single. But they aren't as bad as everyone is making them out to be.

hobgoblin: I don't mind the way the akimbo weapons work now, but your way sounds just as good. If others like it, I say go with it.

I think dropping weapons in this mod would be a bad idea anyway. The whole idea of balancing cybernetics with weapons goes out the window if all you have to do is kill a guy and take his 18 credit assault rifle.

M16: To make it more unique, how about making it a M16A2? Primary fire would be semi-auto, secondary fire would be burst mode with less wait between bursts (and lower burst ROF, but I've already complained about this in several other places). Would really seperate it from the AK-47 and Tavor.

Xcentric: I still don't see anything that justifies not having a silencer AND a one credit greater price. Maybe they should be the same price though. Having a silencer addon would require new code, where as having seperate weapons does not.

Any team member: Would it be possible to get an actual list of the exact damage per shot that each weapon deals? It would help this debate greatly.

Notes on my own post: After having thought about it, I think the DE should get bumped up to nine rounds per mag and have a slightly higher max ROF, with the price left as is. Stoner should be left as is but get damage upped enough to kill with a single head shot under most circumstances (If you had a helmet, cyberhead, and a stimpack and it didn't kill, that would be understandable). The 551 probably just needs to be replaced.
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hobgoblin
Posted: May 04, 2003 11:27 pm
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the reson i dont like the way the akimbo uzis work right now is that they seems to stutter and after some tiem one gun gets priority over the other...

to ask one little question about that idea of mine tho. should the system automaticly change over to the second gun if say you have seleced the right one and it runs out of ammo. or should the player be hearing the classical click of the hammer hitting nothing so that he have to change gun manualy?

oh and btw, it seems that the mod the specialist is going to add a option to fire the akimbos like yours do right now. good luck to them...

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Desperado
Posted: May 04, 2003 11:38 pm
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So your complaints are mostly graphical?
As long as the switch is quick, make the player do it. happy.gif
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