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Weapons changes
*sam*
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Following recent player suggestions, I'm proposing to make the following changes. I just wanted to make sure most of you agreed, first:

MML - increase magazine to 15 shots
CR - reduce bulk to 35
HCR - reduce bulk to 70
RGM - increase damage, also increase magazine size to 3
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 30, 2008, 2:26 pm
*sam*
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I will also be re-rigging the boxvan's collision mesh, ASAP, to see if that improves its problems. As you probably noticed, I have made it more common with various NPC configs being added, in order to take advantage of its awesome new textures.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 30, 2008, 2:29 pm
Parduz
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Nice!
Thanks also to look at the Boxed, Sam.
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vet wv

Posted Jun 30, 2008, 2:36 pm Last edited Jun 30, 2008, 2:47 pm by Parduz
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Those changes look great Sam!
Thanks
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vet deathrce1 ped1 paintball wv

Posted Jun 30, 2008, 2:44 pm
Valiance
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Those look awesome changes, Sam, and really useful.

I would like to petition for the RGM to increase to a clip of 4 or 5 (I'm thinking of it as being the car equivalent of the crossbow), but would be happy to see the damage levels first.

Could you also confirm, once and for all, that the RGM uses Heavy Weapons skill (this is especially important because sniper skill would be so useful with it, and that's not a specialism available for Heavy Weapons Specialists)
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vet combat1 wv ped1 northernsummer

Posted Jun 30, 2008, 2:57 pm
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I think those changes are good, I'd go on the conservative side, as you have done, to start with.

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vet combat1 ped1 wv cont

Posted Jun 30, 2008, 3:38 pm
*sam*
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Quote:
Could you also confirm, once and for all, that the RGM uses Heavy Weapons skill


Yes, those sorts of details are available here:

Weapon Types
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 30, 2008, 4:45 pm
*Fourhand*
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Valiance said:
Those look awesome changes, Sam, and really useful.

I would like to petition for the RGM to increase to a clip of 4 or 5 (I'm thinking of it as being the car equivalent of the crossbow), but would be happy to see the damage levels first.

Could you also confirm, once and for all, that the RGM uses Heavy Weapons skill (this is especially important because sniper skill would be so useful with it, and that's not a specialism available for Heavy Weapons Specialists)


3 Should be fine on the RGM. Let's see how destructive it is now and how the usage of it changes since the modification before we go changing it some more.
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vet marshal raceL1 wv

Posted Jun 30, 2008, 5:40 pm
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I concur Sam.

JL


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vet marshal deathrceL1 wv community combatL1

Posted Jun 30, 2008, 5:48 pm
Crix Makin
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*sam* said:
Following recent player suggestions, I'm proposing to make the following changes. I just wanted to make sure most of you agreed, first:

MML - increase magazine to 15 shots
CR - reduce bulk to 35
HCR - reduce bulk to 70
RGM - increase damage, also increase magazine size to 3


MML - yes.
CR - yes.
HCR - never used one, but probably yes.
RGM - no idea.
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vet wv

Posted Jun 30, 2008, 6:05 pm
Valiance
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I have one further petition to make, which is around the utility of mounted spikes/rams. I have no issue with having to replace them after every ram - this seems fair for the cheapness etc. However, in my experience, they are usually shot to pieces before you get close enough to ram. I wonder it it is possible to make these 2 pieces of kit less susceptible to weapons fire, so they are more effective.

I don't think this is hijacking the thread; apologies if it is.
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vet combat1 wv ped1 northernsummer

Posted Jun 30, 2008, 6:07 pm
*Lugal*
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All sound good!
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vet marshal wv

Posted Jun 30, 2008, 6:20 pm
*sam*
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OK, the changes I listed are now live.

Any other opinions on Valiance's idea about rams/spikes?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 30, 2008, 9:00 pm Last edited Jun 30, 2008, 9:00 pm by *sam*
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I agree with Valiance.
Spikes should be more difficult to get damaged from fired weapons.
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vet cont zom slay2013 marshal wv

Posted Jun 30, 2008, 9:04 pm
Nekojin
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Me too. Spikes/Rams are hardened, reinforced metal. A few bullet holes aren't going to do much to their overall integrity.
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vet deathrceL1 wv cont

Posted Jun 30, 2008, 9:11 pm Last edited Jun 30, 2008, 9:11 pm by Nekojin
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But I don't think Ram should get invulnerable to bullets, they would quickly become a cheat.

BTW, spikes should simply let the bullets pass through most of the time, in fact.
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vet cont zom slay2013 marshal wv

Posted Jun 30, 2008, 9:21 pm
Alocalypse
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MML - increase magazine to 15 shots

Needed, but I wish there was some other way to make it more unique rather than just upping the ammo

CR - reduce bulk to 35
HCR - reduce bulk to 70


Good, though I'm not sure it'll change anything significantly.

RGM - increase damage, also increase magazine size to 3

I always saw RGMs more as a DR weapon, like spikes/mines which aren't that useful in the wilderness since the AI will mostly evade them.

For DRs the RGMs were already decent (though a bit heavy) so I'm not sure what that would do for the balance there...



Spikes/Rams:
I think they should be damage-able as they're one of the few 'consumable' items since they're only usually good for one scout.

Some form of bigger-bulk rams that can take more hits / do more damage might be in order though.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Jun 30, 2008, 9:47 pm
Parduz
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About mounted spikes:
theoretically, hitting them from the front arc should be harder than hitting a ped....while they can take some damage from bullets coming from their side. Big blasts (rockets, mortars, ATGs and CC) should be the one that make the spikes like a nice iron decoration 'cause the blast hit the whole spikes area....if this have a meaning in english.

Dunno if the game can support this complexity.
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vet wv

Posted Jun 30, 2008, 10:09 pm
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Think spikes should ignore minor damage from smaller weps but should still be damaged by heavier damaging weps...eg cc, atg
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vet combatL1 raceL1 wv

Posted Jun 30, 2008, 10:17 pm
ISHOULDCOCO
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Totally agree with all changes !
I have dismissed the HCR for a long time and called the CR a missed opportunity !
I was (literally) just about to change my Antag to HMG/MMG because of the space saving  -  5 more bullets and a magazine and 4  more to go to my fuel tank.

Nice to see ammo mags have reduced in size correspondingly

But I think any new or changes in weapon  should differentiate or add to the game

Weapon features have be discussed before, just dont go to CW type extemes

COCO
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vet wv

Posted Jun 30, 2008, 10:19 pm
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