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Tobii

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Posts posted by Tobii


  1. 8 minutes ago, Unclean said:
    Sorry, I just got off work and somehow confused the pellet count with range somehow lol

    So why the 41 damage loss? Does that set the damage per pellet off enough?
    The old shotguns would just be a line, meaning that every pellet did same damage.
    Let's say that you have 20 pellets and they all do 25 damage, your total damage is then 500.
    If you hit 50% of the pellets that's 250 damage, meaning you would have to hit the target 4 times if you were unlucky enough to do so.
    The curve system would mean that you now upwards of 350 even though you miss with 50% since they initial pellets do more damage, then drop off.

    My suggestion is to have a bit more of a linear curve, and you would therefor be punished more if you miss pellets.
    It's only a minor change, but that's the idea anyways.
    If you did make the shredder more accurate, it would punish you for doing half shots, but reward you for hitting all the pellets.
    My stats would prob need some tweaking, but that's why we have OTW.

  2. 2 minutes ago, SpeedyCat said:

    I edited my post, i dont mean normal obir... this is fully playable. I meant the vostock with ir3😵

    if you meet and HVR in the open, 1 on 1. You should win against them with the IR3 Obir if you look at the hard stats. Unless you're at like.. 99-100 meters.
    But the obir really shouldn't beat the HVR at those ranges anyways.
    That's what I mean.
    • Like 1

  3. 1 minute ago, Unclean said:
    1 hour ago, Tobii said:
    I didn't want the damage to be that low.
    This is what I suggested with the damage
    rIHpZ5B.png
    D7pDhCw.png
    Yellow being my suggestion.

    I do feel like the initial pellet damage might be a bit much though. /shrug
     
    So it would be the first weapon to get stronger and stronger up to an amount with range after DMR? This sounds a bit silly for a shotgun when an ntec dominated almost all ranges for what? 6 years?
    Huh? No? This is how the shotguns work now. The first pellet to hit does 100 damage. next one does 83. and so on.
    The graph is showing the total damage with every pellet hitting with a max of 482.
    This is how it works with the JG and CSG as well.

  4. 10 minutes ago, Unclean said:
    True, but going on a game that relies on spread as a benefactor for balance it's not unheard of.. 

    even now if you were to go against someone with a close range weapon and fire the shredder using hip fire, youd most likely lose.. 
    I do feel like something needs done, but lowering damage to the point to where it takes more shots to kill just makes it a spamming gun like nfas
    I didn't want the damage to be that low.
    This is what I suggested with the damage
    rIHpZ5B.png
    D7pDhCw.png
    Yellow being my suggestion.

    I do feel like the initial pellet damage might be a bit much though. /shrug
     

  5. Just now, Unclean said:
    Just for an idea, what would you have them change it to?
    Wouldn't it be better to rather change its accuracy or lower the number of pellets to either add rng or reward well aimed shots rather than take away both it's close range and medium range power? At 30+m it's still taking 4+ shots because of the pellets that spread wider
    I've already said what I feel like they should change. The shredder is supposed to be used in MM mode and not work well in CQC.
    Making it more accurate on range WOULD reward well aimed shots.
    Right now it's just point in the general direction and have your corsshair be somewhat on the target.

    Adding RNG is never a good way to fix anything. It takes the skill out of it.
    • Like 2

  6. 1 minute ago, LO_Beastie said:
    10 minutes ago, Tobii said:
    I still feel like the range is fine but the damage is a bit over the top.
    As I mention above Tobii, these changes aren't meant to be final by any means (and I agree with you). We know from the previous round of testing that the Shredder wasn't too powerful with a shorter range, but in a better state than its previous live iteration, so this is a change we can make in a short amount of time while we look at longer term solutions.
    Noted.
    I'll see if I can get some testing done.

  7. 1 hour ago, MattScott said:
    1 hour ago, kidi said:

    Honestly, if you want us to test things like shotguns - europe otw server is a must

    This is actually being worked on. But remember, these aren't virtualized servers. They are traditional hardware that we have to provision and pay for 24/7. OTW US is a copy of what we run in production, so committing to OTW EU means additional cost year around.
    Would there be no gain if you were to use Amazon/Valve servers?
    Valve mention in that DDoS talk that battlerite is running on their servers. I would assume that their servers would be up to snuff even with something like APB?

  8. 1 hour ago, TackoGirl said:
    Yea, befor the patch with the new limit of 145 u can set your monitor to 120 hz and you got 120 fps limit ingame, you set your monitor to 100hz so u have ingame 100 fps limit.
    Thats why MattScott say that he need to fix that because u cant do it anymore.
    Yes you can. It just won't do it automatically.
    If you really want to limit your FPS I can whip up a guide on how to do it?

  9. Summary: 145 fps causing floating/sliding movement

    Description: When your FPS is above the old cap, micro movement will cause you to slide/float for a second up to a few seconds. When I forced my game below 120, it did not happen.



    Steps to Reproduce:
    1. Have stable or almost stable 145 fps.
    2. Move in any direction.

    How many times have you recreated this bug: 95/100

    Results: You're moving with no input.

    Expected Results: I shouldn't move when I release the button..
    • Like 2
    • Thanks 2
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