Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Era Main Forum (https://forums.graalonline.com/forums/forumdisplay.php?f=162)
-   -   Hello from Gun Admin & Gun Changes (https://forums.graalonline.com/forums/showthread.php?t=134269329)

paintballdude956 06-22-2014 07:36 PM

Hello from Gun Admin & Gun Changes
 
Hey all,
My name's Ishmael Soul and I'm the new Gun Admin. I've been playing Era for a while (and some people used to think I was good at it), so I hope to bring some real-player experience to the job. Having someone who has and does pk extensively in this spot is pretty valuable, in my opinion.
At the same time, I don't purport to be anything close to perfect. I'm going to make mistakes, and I'm open to input from anyone.
For that reason, I want to be as transparent as possible. That's why I'm going to be doing gun changes in bulk with as much visibility as I can. Every Sunday, I'll make a post on the forums with a link to the gun changes and a brief summary of my reasoning behind them. Then, on Wednesday, I'll actually implement the changes. This gives people a little bit of notice before their favorite gun suddenly changes.

One more comment: I'm not one of those "grumpy oldbies" who wants to make all guns like the old Ak47. I'm not planning on any enormous changes at the moment. I'm making the current Era more balanced.

I'll do my best to be active on the forums now and read input. Another good idea would be to send me in-game mail if you wanna get ahold of me.

First changes will be found here: http://pastebin.com/SiYiuafH

Not listed, but also being implemented: boomerang will no longer be hotkeyable
Remember these don't go into effect until Wednesday

Supaman771 06-22-2014 08:11 PM

Opls.. no odd number clipsizes I'll cry all night.
And the guy using an Ares + a ACR will have major issues if they switch between them. (you get stuck at 1 ammo, unable to fire or 'autoreload' and have to do it manually)

24clip no 25 ty. And maybe make the Ares Rifle use Rifle ammo (it was created after I changed guns to use rifle ammo).

I like the other stuff, cool.

Other ideas;
-Make stun-gun useful, I always liked the idea behind it but it's just completely useless atm.
-Crizen bullets.. holy lord jesus & mary make them look at least marginally acceptable, the bullet image is 10x larger than the actual projectile and it just leaves rainbow streaks floating across your screen.
-Saber, I mentioned it to Zao on like 40 separate occasions but this thing was never finished. There are animations made for various different attacks and effects. It was made blatantly op in base-stats for first release to match the other items since it was 50% complete. Finish it and balance it for the love of god.
-Shotguns, namely AA12. This has been a bit of a issue for awhile, that these weapons just apply so much pressure over an area, that having them automatic or incredibly high damage is just... well op with no consequence. Last I checked the damage was put there to make them effective at destroying doors/objects, not to be main weapons that you can spar with or sit in a corner with for 24 hours a day (IIRC, PBP was once changed to 24 damage purposefully to correct this issue). Do something creative to reduce their impact.. I was thinking about changing the shotgun class (there's a separate join for shotguns and regular guns IIRC) and making the bullet type more realistic. Something along the lines of being 150% damage on doors/objects and 75% on players. This emphasis the strengths they were designed for, without maintaining untouchable prowess in BHPK-like situations.
-Raise the ammo limit. Eclipse gave many reasons in other threads, I'm sure you've seen them. It's just a unnecessary restriction, players still spend the same $ per box weather they load 100 or 1000.
-Idk if this is under your jurisdiction, but correct the exploitable behavior of placing bombs on unavoidable door-link locations.

Xloria 06-22-2014 08:21 PM

Happy to see that I've made the boomerang not usable anymore good stuff

Kohola_KinG 06-22-2014 08:23 PM

Surprised not to see any SG changes considering it's probably the most OP gun on era at the moment. If i missed it then i apologize but this gun must be nerfed.

Also changing a guns dmg from 16>17 or w.e it was makes no difference? I really cannot be bothered to think right now. Correct me if i'm missing something?

Supaman771 06-22-2014 08:29 PM

Quote:

Originally Posted by Kohola_KinG (Post 1728263)
Surprised not to see any SG changes considering it's probably the most OP gun on era at the moment. If i missed it then i apologize but this gun must be nerfed.

Also changing a guns dmg from 16>17 or w.e it was makes no difference? I really cannot be bothered to think right now. Correct me if i'm missing something?

Sg552 could definitely use some fine tuning, its basically a 21 damage navy.
The drawback is it's supposed to be a bit slower.
But it has a 40 clip and even shorter reload than navy, talk about endless spamming.
And the slower fire rate is actually more effective, it allows you to better control the gun and enables holding D and freely moving.
Add in the unpredictable spread that could dominate anybody with a straight shooting gun should you box back and forth and you get a sparring masterpiece.

If you're giving navy love-taps, this thing could use some.

I also agree with the +1 damage changes, unless you're changing something from like 19>20, 24>25, 21>22 it's not really even noticeable cause it still requires the same # of bullets for the kill. I'm sure there's a sweet spot between 15 and 20 though that could be exploited. Some quick numbering shows 18 to be a great break-point. (from 15) it would be a -1 hit for 150, and -2 for 140hp targets. Other numbers like 16 (0/-1) and 17 (-1/-1) aren't hugely effective changes given normal player HP.

fowlplay4 06-22-2014 09:09 PM

Making the ACR automatic is ridiculous.

paintballdude956 06-22-2014 09:14 PM

Quote:

Originally Posted by Supaman771 (Post 1728261)
Opls.. no odd number clipsizes I'll cry all night.
And the guy using an Ares + a ACR will have major issues if they switch between them. (you get stuck at 1 ammo, unable to fire or 'autoreload' and have to do it manually)

I didn't realize the issues with having 1 ammo. That's a good point. I'll modify the gun stats accordingly.

Quote:

Originally Posted by Supaman771 (Post 1728261)
Other stuff

This week I was focusing on tier 1, "primary" weapons. I have a lot of those things that you mentioned in mind for upcoming weeks. I don't want to comment on them too much because I don't want to give info before I do changes.


Quote:

Originally Posted by Kohola_KinG (Post 1728263)
Also changing a guns dmg from 16>17 or w.e it was makes no difference? I really cannot be bothered to think right now. Correct me if i'm missing something?

Well, this argument held a lot of weight in old era, where everyone had 10, 11, 12, 13, or 14 HP (or x10). Nowadays, people have pretty random hp levels (e.g. I have 131). Though admittedly, the top players mostly have 140.

One damage may not make a huge difference in spars with someone with 140/150 hp, but in a raid where you have a 18 damage gun and your buddy has a 22 damage gun, that's a combined hit of 40 damage. Still, I think you make a good point.

Quote:

Originally Posted by Supaman771 (Post 1728264)
Sg552 could definitely use some fine tuning, its basically a 21 damage navy.
The drawback is it's supposed to be a bit slower.
But it has a 40 clip and even shorter reload than navy, talk about endless spamming.
And the slower fire rate is actually more effective, it allows you to better control the gun and enables holding D and freely moving.
Add in the unpredictable spread that could dominate anybody with a straight shooting gun should you box back and forth and you get a sparring masterpiece.

I'm going to respectfully disagree. The 552 definitely isn't a 21 damage navy, and you say the reason yourself. You can't wall with the 552, especially with the spread. I'm not saying for sure the 552 doesn't need a love tap or two, but it's not nearly as overpowered as you say it is.

Fiberwyre_P2P 06-22-2014 09:29 PM

Quote:

Originally Posted by Supaman771 (Post 1728261)
-Shotguns, namely AA12. This has been a bit of a issue for awhile, that these weapons just apply so much pressure over an area, that having them automatic or incredibly high damage is just... well op with no consequence. Last I checked the damage was put there to make them effective at destroying doors/objects, not to be main weapons that you can spar with or sit in a corner with for 24 hours a day (IIRC, PBP was once changed to 24 damage purposefully to correct this issue). Do something creative to reduce their impact.. I was thinking about changing the shotgun class (there's a separate join for shotguns and regular guns IIRC) and making the bullet type more realistic. Something along the lines of being 150% damage on doors/objects and 75% on players. This emphasis the strengths they were designed for, without maintaining untouchable prowess in BHPK-like situations.

I like where your head is at with this one, but wouldn't it make more sense just to keep them at the same damage they're at now, and make the bullet damage decrease with range?
Like up-close = 25 dmg, half a level over = 12 damage, etc.
(I should add, idk if that's an easy feat to accomplish, script-wise.)

Kohola_KinG 06-22-2014 09:32 PM

I have to disagree ish about the SG.

Give it to me and i'll show you how to wall with it. O.o It's the most overpowered gun on the server at the moment, hands down.

Godzilla 06-22-2014 09:38 PM

I like the changes, although I disagree with the random clip sizes you decided to chuck on the weapons you felt were too balanced to nerf otherwise, good start.

bloodykiller 06-22-2014 10:38 PM

The ares rifle is still OP since .3 is the perfect speed for players who like to hold D. It's pro even in the hands of a noob.

The same goes for the ACR. Atleast when it was semi-auto it didn't allow noobs to spam with it.

DR with .3 speed becomes useless. Its stats are like Navy but you can only shoot 16 times before you reload, it's semi-auto and it has almost no spread at all.

Supaman771 06-22-2014 11:40 PM

Quote:

Originally Posted by Fiberwyre_P2P (Post 1728267)
I like where your head is at with this one, but wouldn't it make more sense just to keep them at the same damage they're at now, and make the bullet damage decrease with range?
Like up-close = 25 dmg, half a level over = 12 damage, etc.
(I should add, idk if that's an easy feat to accomplish, script-wise.)

I like the idea, same kinda thoughts I had, but I don't think this is even possible to do.

Quote:

Originally Posted by Kohola_KinG (Post 1728268)
I have to disagree ish about the SG.

Yeah, anyone can go look at the stats if they want on this one, how Ish feels about using it really shouldn't matter.
It outclasses a Navy in literally every single category (I'd say .3 RoF is better than .25 for reasons listed before, you can literally hold D and move freely... it's much more noob friendly.)

Reddy548 06-23-2014 05:56 AM

Hey take a look at Glock18? its stupid

Demisis_P2P 06-23-2014 06:53 AM

Don't forget, some guns can have the exact same stats. There's no rule against it.

Godzilla 06-23-2014 07:16 AM

Quote:

Originally Posted by Demisis_P2P (Post 1728280)
Don't forget, some guns can have the exact same stats. There's no rule against it.

Especially if equal in the cost situation, some people have preference with the style/look of their gun as it makes them feel more fluent, etc

Example; TG and SG are quite similar, only real notice-able difference (while PKing/Sparing) would be the reload.

Gun Stats for 'Tommy Gun':
Damage: 21
Rate of Fire: .3
Freeze: .05
Reload: .45
Spread: 0.115 (13.17°)
Clipsize: 50

Gun Stats for 'SG552':
Damage: 21
Rate of Fire: 0.3
Freeze: 0.05
Reload: 0.25
Spread: 0.1 (11.45°)
Clipsize: 40

If you were thinking of or going to at some stage nerf these weapons, I would suggest taking away the 1 damage from both, taking away 8 bullets from the SG and a good 12 from the TG (If you're going to scrap the whole bullets actually held in per clip in real life to Graal which it seems you have with Navy and a few others)

TheLinkMan2002 06-23-2014 08:04 AM

Fix the fal too please, idk who decided that it should be worthless. It needs .1 freeze to compete with the bar and luger. Also on the topic of bar, why is it .35 firerate now? it was always .3 and no one complained that it was unbalanced. Scar L or Scar H need to be changed as well, i beleive scar H should stay where it is and Scar L should go back to how it used to be. .3 firerate, 20 damage, .05 freeze and a quick reload.

paintballdude956 06-24-2014 03:12 AM

Updated, final stats for upcoming Wednesday. Sorry for the minor tweaks after Sunday: it won't happen in the future.

Major changes: 552, DR, ACR.

http://pastebin.com/74Dv7qDH

TheLinkMan2002 06-24-2014 03:23 AM

The only revision i'm kind of upset about is the acr, it may now be automatic but spread wise its identical to dr now making the semi auto firerate of the dr and the auto firerate of the acr almost matching and creating essentially the same gun. By all means reduce the spread but i don't think it should be as drastic. maybe .03 rather than .02 like the dr has.

Kohola_KinG 06-24-2014 02:01 PM

Quote:

Originally Posted by paintballdude956 (Post 1728297)
Updated, final stats for upcoming Wednesday. Sorry for the minor tweaks after Sunday: it won't happen in the future.

Major changes: 552, DR, ACR.

http://pastebin.com/74Dv7qDH

The changes to 552 i do not understand one bit. The spread was the problem. Spread: 0.1 (11.45°)

Really?

Godzilla 06-24-2014 10:44 PM

In addition to the +1 damage I would add maybe 8 or so more bullets to the Ove Glove to balance out its ratio of shoot to reload a little more.

TheLinkMan2002 06-24-2014 10:59 PM

What godzilla said, it's supposed to be an lmg even the gfx shows a box drum magazine. Hell it would have been perfectly fine at 18 damage if it wasn't for the small clip and lengthy reload.

Godzilla 06-24-2014 11:14 PM

I think we need to start looking at alternative ways we can help Era and change the style of game-play.

I know for years me and my brother have been saying; "Imagine if you could walk around whilst reloading". Reloading takes instead of 0.2-5 of a second now takes 4-5 seconds, rendering the use of multiple guns actually needed, rendering the use of strategic placement of bullets needed, rendering a LOT of the noob friendly tactics to be eliminated.

I think we should totally be looking at this, would make for an amazing change in all aspects of PKing and Sparring.

bloodykiller 06-25-2014 05:38 PM

Quote:

Originally Posted by Godzilla (Post 1728316)
I think we need to start looking at alternative ways we can help Era and change the style of game-play.

I know for years me and my brother have been saying; "Imagine if you could walk around whilst reloading". Reloading takes instead of 0.2-5 of a second now takes 4-5 seconds, rendering the use of multiple guns actually needed, rendering the use of strategic placement of bullets needed, rendering a LOT of the noob friendly tactics to be eliminated.

I think we should totally be looking at this, would make for an amazing change in all aspects of PKing and Sparring.

change game, era doesn't work like that


@ish nice changes, it's good you took feeedback into consideration and went back on some of your initial ideas

TheLinkMan2002 06-28-2014 04:09 AM

Okay yep. as an acr owner the gun was much better the way it was before... it feels twice as sloppy now. Can it perhaps get a toggle mode? Semi auto with its old stats and full auto with the new ones?

TheLinkMan2002 06-28-2014 10:48 AM

Also p2ks fire strangely went pointing to the left. having two bullets really close to eachother and then a big gap between them. Idk what it would take to fix it but possibly something worth looking into.

Tim_Rocks 06-28-2014 02:25 PM

Quote:

Originally Posted by TheLinkMan2002 (Post 1728379)
Also p2ks fire strangely went pointing to the left. having two bullets really close to eachother and then a big gap between them. Idk what it would take to fix it but possibly something worth looking into.

We will take a look, bugs can easily be fixed as long as they're reported. :)

Reddy548 06-28-2014 08:36 PM

buff glock

Supaman771 06-28-2014 08:39 PM

Quote:

Originally Posted by Reddy548 (Post 1728381)
buff glock

Quote:

Originally Posted by paintballdude956 (Post 1728266)
This week I was focusing on tier 1, "primary" weapons. I have a lot of those things that you mentioned in mind for upcoming weeks.

:asleep:

Godzilla 06-29-2014 02:46 PM

So when is the MS getting automatic added?

bloodykiller 06-29-2014 09:45 PM

I think many people agree AA12 needs a nerf. It's far better than any other shotgun and way too dominant in raids and some events.

TheLinkMan2002 06-30-2014 06:23 PM

Please do not make MS auto i beg of thee.

Zongui 06-30-2014 11:45 PM

yeah the ms shouldn't be auto. ms is one of the og triple og guns of era. i don't think it has ever been auto.

Godzilla 06-30-2014 11:55 PM

It was automatic for one of the longest times, almost every time I have owned one it has been automatic, I don't personally have one but people are crying that its a 500k weapon when navy is still sitting at 850k, it deserves a higher price for its shop value.

TheLinkMan2002 07-01-2014 12:28 AM

u still made 700k off of one, it is in demand to the right people for it how it is now. If u made it auto it may attract less skilled players more but it would also be overpowered and it would have to be slowed down or something i think. The accuracy it has is a perfect balance of spread if it was spamable it would be too attractive to the lower class and we'd all be *****ing about people laming with metal storms cuz its "2 ez to use"

Fiberwyre_P2P 07-01-2014 02:19 PM

I know at one point, the MS had select fire. (press F to switch between auto and semi.)
That was nice.

bloodykiller 07-01-2014 03:44 PM

Quote:

Originally Posted by Fiberwyre_P2P (Post 1728428)
I know at one point, the MS had select fire. (press F to switch between auto and semi.)
That was nice.

the m102 or w.e that 33 dmg weapon was called was nice too but it was a bit too strong

Cubical 07-03-2014 10:33 AM

bloodykiller 4 supreme overlord of era.


All times are GMT +2. The time now is 10:35 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.