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Ruler501's Testing Server
11-05-2013, 02:36 PM, (This post was last modified: 01-02-2014, 06:45 PM by ruler501.)
#1
Ruler501's Testing Server
WARNING: This server is different from your regular gameplay. Do not complain that the spread is different, bullets doing less damage, or that magsize/ammo is different.

This is my testing server where I test out things I am working on that don't break the protocol. I will try to list here what I have done, but this list might not be complete. I apreciate feedback on the changes, but please give good reasons for complaints not just that 'it is different from normal.' The focus in general will be on hardcore mode for now and I might work on other modes later, but I want a good, realistic balance for hardcore right now.

Changes:
  • Shotgun reduced spread, increased range, and decreased damage per hit.
  • SMG now a LMG like gun. More spread, ammo, recoil
  • Health/Armor pickups give less
  • Multipliers significantly changed
  • Other changes that I don't remember to pretty much everything else.
  • k suicide for nuke.

k suicide for nuke is a personal preference and should only happen once per match per player. Do not report that you do not like this as it is a server-side mod. Report bugs if found though please.

The server will be down for the next week or two as I am going through a move. When it comes back up though it will be on 75/35 internet so performance should improve(I hope). I also might run two servers on seperate ports for testing different things. The code I intend to run only has these changes.

Code:
//{pickup, start, max, sound}
const itemstat ammostats[WEAP_MAX] =
{
//    {pickup,    start,    max,    sound}
    { 1,              1,       2,    S_ITEMAMMO },    // knife dummy
    { 2,              5,      7,    S_ITEMAMMO },    // pistol
    {12,            24,      40,    S_ITEMAMMO },    // shotgun
    { 1,              2,       4,    S_ITEMAMMO },    // subgun
    { 1,              2,      4,    S_ITEMAMMO },    // sniper
    { 1,              3,      5,    S_ITEMAMMO },    // bolt sniper
    { 2,            3,      5,    S_ITEMAMMO },    // m16
    { 1,              1,      3,    S_ITEMAMMO },    // grenade
    { 4,            0,      6,    S_ITEMAKIMBO },  // akimbo
    { 4,            6,      8,    S_ITEMAMMO },    // heal
    { 1,            1,      1,    S_ITEMAMMO },    // sword dummy
    { 1,            3,      4,    S_ITEMAMMO },    // RPG
    { 2,            3,      5,    S_ITEMAMMO },    // ak47
    { 1,            3,      5,    S_ITEMAMMO },    // sniper2
};

const itemstat powerupstats[] =
{
    {25 * HEALTHSCALE, STARTHEALTH, MAXHEALTH, S_ITEMHEALTH }, //health
    {10, STARTARMOR, MAXARMOR, S_ITEMHELMET }, // helmet
    {30, STARTARMOR, MAXARMOR, S_ITEMARMOUR }, // armor
};

// weaponry
const mul muls[MUL_NUM] =
{
//    { head,    torso,    leg; }
    { 4.5f,    1.4f,    1.f }, // normal
    { 5.0f,    1.3f,    1.f }, // snipers
    { 4.0f,    1.5f,    1.f } // shotgun
};

guninfo guns[WEAP_MAX] =
{
//  { modelname;    sound,      reload,    reloadtime, attackdelay, damage, range, endrange, rangeminus, projspeed, part, spread, spreadrem, kick, addsize, magsize, mdl_kick_rot, mdl_kick_back, recoil, maxrecoil, recoilangle, pushfactor; auto;}
    { "knife",      S_KNIFE,    S_ITEMAMMO,         0,         375,     75,     4,        5,         72,         0,    0,      1,         0,    1,       0,       1,            0,             0,      0,         0,           0,          3, true },
    { "pistol",     S_PISTOL,   S_RPISTOL,       1400,         100,     32,    24,      120,         24,         0,    0,     90,        90,    9,      12,      13,            6,             2,     32,        48,          70,          1, false},
    { "shotgun",    S_SHOTGUN,  S_RSHOTGUN,       700,         200,     15,     5,       20,         13,         0,    0,    165,        20,   15,       1,       8,            9,             5,     80,        95,           5,          3, false},
    { "subgun",     S_SUBGUN,   S_RSUBGUN,       5000,          50,     30,    10,       60,         25,         0,    0,    125,        85,   10,      75,      76,            1,             3,     30,        40,          65,          2, true },//lmg
    { "sniper",        S_SNIPER,    S_RSNIPER,         2100,           120,        35,       64,        100,         15,         0,       0,     250,         96,    3,        20,         21,            0,               3,       50,         59,          62,           1, true }, //mk12
    { "bolt",       S_BOLT,     S_RBOLT,         2100,        1500,    120,    80,      135,         50,         0,    0,    250,        97,   36,       8,       9,            4,             4,     86,        90,          80,          3, false},
    { "assault",    S_ASSAULT,  S_RASSAULT,      1850,          70,     28,    45,       90,          8,         0,    0,     65,        95,    3,      30,      31,            0,             3,     25,        45,          60,          1, true },
    { "grenade",    S_NULL,     S_NULL,          1000,         650,    220,     0,       55,         27,        20,    6,      1,         0,    1,       0,       1,            3,             1,      0,         0,           0,          3, false},
    { "pistol",     S_PISTOL,   S_RAKIMBO,       1400,         100,     32,    32,      150,         24,         0,    0,     60,         0,    8,      24,      26,            6,             2,     28,        49,          72,          2, true },
    { "heal",       S_SUBGUN,   S_NULL,          1200,         100,     20,     4,        8,         10,         0,    0,     50,         1,    1,      10,      11,            0,             0,     10,        20,           8,          4, true },
    { "sword",      S_SWORD,    S_NULL,             0,         400,    100,     7,        9,         81,         0,    0,      1,         0,    1,       0,       1,            0,             2,      0,         0,           0,          0, true },
    { "rpg",        S_RPG,      S_NULL,          3500,         120,    190,     0,       35,         18,         0,    0,    200,        75,    3,       1,       1,            3,             1,     48,        50,           0,          2, false},
    { "assault2",   S_ASSAULT2, S_RASSAULT2,     2000,         100,     45,    40,      100,         15,         0,    0,    150,        90,    3,      30,      31,            0,             3,     35,        55,          62,          1, true },
    { "sniper2",    S_SNIPER2,  S_RSNIPER2,      2300,         150,    110,    70,      120,         50,         0,    0,    300,        98,  120,      10,      11,            4,             4,     95,        96,          85,          5, false},
};


From the old thread I accidentally deleted
DeltaStrikeOp Wrote:Hi all,

Mossberg and I were on Ruler's server, and we were testing out the SMG partly thanks to @Padge1's amazing work on the CZ Scorpion Evo 3 A1.

The server seems to have the SMG default to 49+1 rounds, and the recoil is exceptionally high. The recoil is very noticeable when you are playing in "hardcore" mode.

Judging from the amount of rounds in our magazines, Mossberg came to the conclusion that perhaps Ruler is testing out stats for the P90 that might come in game later on.

A bit of input from me:
THE RECOIL IS WAY TOO HIGH
I cannot understand why the SMG has such high recoil. It is almost as if the SMG is actually a machine-pistol. The amount of recoil in the SMG basically defeats the purpose of taking the SMG as opposed to the AK or M16.

Also, if this is actually the beginning of P90 testing, Mossberg suggested that the stats should actually be this, and I added the last suggestion of the hipfire accuracy and range:
-Damage lower than the current SMG
-Recoil lower than the current SMG
-Hipfire accuracy higher than current SMG
-Higher damage dropoff than current SMG

The reason for these suggestions is because of the fact that the P90 does fire the small-caliber 5.7x28mm round. It has less mass compared to the 9mm round fired by the MP5/CZ SCORPION (THANKS AGAIN @Padge1!!!!!!). The 9mm round compared to the 5.7mm round has more damage and retained KE/Momentum since the round has more mass.

This also translates into lower recoil, because of the conservation of momentum.

I propose to have the P90 have higher accuracy compared to the current SMG because of the bullpup nature of the firearm, increasing accuracy because of the increased barrel length.

The 5.7mm round also has a very flat trajectory since it has very high velocity upon leaving the barrel. However, because of the light weight of the round, it also loses much of its Kinetic Energy. For this reason, I think that the damage dropoff should be sufficiently high because of this property of the 5.7mm round and also to prevent the P90 from being almost a long-range SMG, since this would be very OP.


My philosophy regarding firearms in video-games is to have a purpose for each weapon and to prevent any weapon from becoming too OP. Every weapon should be unique, have its pros and cons, and have a counterpart. There should be a reason to choose a weapon according to the situation and user preference. The user should make the final decision about which weapon to use, and they should understand the tradeoffs between using gun A and gun B.

To the new guys, yup, this is what I do when I'm bored and procrastinating: writing really long articles for you guys to blow some time off and read.
Reply
01-02-2014, 04:50 PM,
#2
RE: Ruler501's Testing Server
Updated to 2.6
2.6 allows a lot more customization so I have a lot more changes I'll update the OP with soon
Reply
01-02-2014, 06:21 PM,
#3
RE: Ruler501's Testing Server
lol oh gosh, back when I wrote extremely long posts...

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
Reply
01-02-2014, 06:41 PM,
#4
RE: Ruler501's Testing Server
Yeah that was a pretty big post.
If anyone has any suggestions for what should be changed I'll see what I can do.
Reply
01-02-2014, 11:57 PM,
#5
RE: Ruler501's Testing Server
an lmg huh? i could make something of that sort...

[Image: cooltext1203588761_zps9cfa0053.gif]
Reply
01-03-2014, 08:22 AM,
#6
RE: Ruler501's Testing Server
I'd really appreciate a model at some point. Then I can put it into the next version of ACR. The next mod I'm going to figure out is how to slow down people carrying an LMG(SMG) serverside.
Reply
01-03-2014, 11:59 AM,
#7
RE: Ruler501's Testing Server
Isn't it in the gunspeed function in server.h or something for speed? You could just do ret *= .5 or something to make them really slow...

[Image: name_zps459dc421.gif]
[Image: cooltext1206791925_zps58ab60b5.gif]

"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off." - Bjarne Stroustrup
Reply
01-03-2014, 12:44 PM,
#8
RE: Ruler501's Testing Server
I actually haven't spent much time looking, but I'll look at that now.
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