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Balanced (WM)
Soldat Forums - Soldat Talk - Weapon Balance Discussion
Lolly
October 25, 2005, 10:27 pm
In response to the yells of "OMG BARRET," "RUGARTARD," and other things involving prostitutes... I've made this WM. Seems to balance out most problems, and some other things were changed, too.

----------------------------------------------------------------
[USSOCOM]
Damage=240
FireInterval=30
Ammo=7
ReloadTime=75
Speed=240
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1

[Desert Eagles]
Damage=240
FireInterval=23
Ammo=7
ReloadTime=103
Speed=240
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1

[HK MP5]
Damage=60
FireInterval=3
Ammo=50
ReloadTime=70
Speed=190
BulletStyle=1
StartUpTime=0
Bink=-15
MovementAcc=1

[Ak-74]
Damage=115
FireInterval=11
Ammo=40
ReloadTime=150
Speed=240
BulletStyle=1
StartUpTime=0
Bink=-40
MovementAcc=1

[Steyr AUG]
Damage=65
FireInterval=2
Ammo=3
ReloadTime=30
Speed=260
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1

[Spas-12]
Damage=200
FireInterval=38
Ammo=8
ReloadTime=175
Speed=140
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=1

[Ruger 77]
Damage=260
FireInterval=15
Ammo=1
ReloadTime=30
Speed=330
BulletStyle=1
StartUpTime=0
Bink=18
MovementAcc=3

[M79]
Damage=165000
FireInterval=6
Ammo=1
ReloadTime=180
Speed=110
BulletStyle=4
StartUpTime=0
Bink=25
MovementAcc=3

[Barret M82A1]
Damage=260
FireInterval=20
Ammo=1
ReloadTime=105
Speed=550
BulletStyle=1
StartUpTime=0
Bink=80
MovementAcc=6

[FN Minimi]
Damage=60
FireInterval=6
Ammo=100
ReloadTime=250
Speed=270
BulletStyle=1
StartUpTime=0
Bink=-49
MovementAcc=2

[XM214 Minigun]
Damage=45
FireInterval=3
Ammo=250
ReloadTime=366
Speed=290
BulletStyle=1
StartUpTime=50
Bink=-10
MovementAcc=1

[Flamer]
Damage=1200
FireInterval=6
Ammo=200
ReloadTime=5
Speed=105
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=1

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=1

[Flamed Arrows]
Damage=800
FireInterval=10
Ammo=1
ReloadTime=39
Speed=180
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=1

[Combat Knife]
Damage=215000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=60
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1

[Chainsaw]
Damage=2100
FireInterval=4
Ammo=40
ReloadTime=65
Speed=70
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1

[M72 LAW]
Damage=150000
FireInterval=30
Ammo=1
ReloadTime=360
Speed=360
BulletStyle=12
StartUpTime=0
Bink=0
MovementAcc=1

[Punch]
Damage=50000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=50
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=1

[Grenade]
Damage=500000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1

[Stationary Gun]
Damage=90
FireInterval=5
Ammo=100
ReloadTime=120
Speed=360
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=1

----------------------------------------------------------------

--This Mod features:
- Barret that only kills with headshots
- No startup time on the LAW
- A minigun that is useful
- Grenades that always kill-on-contact
- A one-hit-kill spas (very close range)
- A different view of the Mp5
- Many other helpful things

Please C&C.

Dustfiend
October 26, 2005, 2:41 am
this is my honest opinion, dont take it too bad:
The autos seem to made only for bink and not for actual killing. The only exception is the Ak and Steyr. The fact that its a whole new weapon system ( instead of a modified original), is going to bring out some other complaints. It was a good try though.

_____To break it down______
deagles seem overpowered. they were fine the way they were before

i cant even call the mp5 a mp5 anymore. seems like it acts like a quick reloading minigun. It lost its name as the shortrange auto to me.

steyrs "burst system"(what you probably were going for), feels just out of place

im not sure if making the shotgun "1 hit kill" is a good idea

dont enjoy having the m79 untouched

though the barrret is headshot kill only, its still basically a 1 hit kill since headshots are easy, and since it shoots at faster intervals, you can still kill people pretty effectively like before

dont get what you're try to pull with giving the minimi that big of a clip. Minimi seems quite fine the way it was before.

minigun is just... i cant find words to describe it (clue: not good)i dunno.. i just see a
250clip X 5 player team.

socom never needed to be changed. thought this new one is alright. it basically renders all other guns useless. especially these new autos you made.

law could basically be a new camper tool. fast, reloads fast, no windup. I truly believe windup is a must for the law.

grenade may kill on contact, but it can also kill when like 5-8 millimeters away
___

I stand neutral on the ruger. it may be different, but i really dont know how itll work when not facing boogieman.

lithium
October 26, 2005, 3:02 am
Uh...I dun really like it, I agree with everything dust said. However, I do kind of like the Barret.

DeMonIc
October 26, 2005, 8:37 am
Why not just test the official weapon mod now? My qualms about this are that you fixed things that weren't broken (Like DE damage) and you made grenades overpowered because they kill on any contact. That's an avarage +3 free and cheap kills with nadespamming. The fact that grenades only kill on leg-hits isn't a bug, it's a balance feature.

Deleted User
October 26, 2005, 9:33 am
The Minimi is fine the way it is (in original 1.3). Having a 100 round clip will make the minimi worse overall because with the 60 damage you would have to shoot for yet a longer time and there will be the shouts of "SPRAYER" "NOOB CANNON" etc. With that low damage you may not live to shoot that 100th round.