Aller au contenu

Photo

Balancing out Weapons (PC Only)


  • Ce sujet est fermé Ce sujet est fermé
Aucune réponse à ce sujet

#1
Maxiric

Maxiric
  • Members
  • 97 messages
Was not sure where to post, but its not really technical support so here seemed the best place to go.

For those who do play on PC, you may or may not know that with a couple easy tools you can edit things such as weapon damage, ammo ammount, number of clips etc.

What I am trying to do is make it so that each weapon is balanced against the other, particularly what I am working on is Shotguns, in comparison to Sniper Rifles.

Shotguns are not all that great, they really only shine at melee range but even then many guns are still better.

For example the starting shotgun, does 27.5 per pellet, of which there are 4, so one shotgun blast does 110 damage. Sounds great, but when say a single shot from the the Mantis does 263.1 and can be fired at any range its not nearly as good. Even if you get the 2x damage bonus you still only do 220, and thats only at point blank range.

Now you may say that the sniper rifle only has one shot so it balances out, and while that is true the shotgun takes 1.25 seconds to shoot again, and reloading takes almost exactly the same amount of time and can be done behind the safety of cover, snipers are just in everyway superior to shotguns.

Even the one shot claymore only has a damage of 50.1 per pellet so it only does 200 if all pellets hit and requires you to be pretty close to do that kind of damage. It does do 400 if you are in melee range which is nice but concidering how open that leaves you it is really only a good idea if they are the only guy in range.

So It is my goal to fix this disparity, so that shotguns are a valid option, but not overpowered.

To start with I compared the Katana shotgun with the Mantis, the Scimitar with the Viper and the Claymore with the Widow.

The Katana shotgun does assuming all 4 pellets hit 110 damage, with a refire rate of 1.25 seconds and has an ROF of 58. This would do, assuming all pellets hit and not at melee range, a total of 6,380 damage for 58 rounds.

The Mantis Sniper rifle does 263.1 damage a shot, assuming no headshots are taken in to account, it can if continually fired with infinite ammo. has an ROF of 70. This would total 18,417 total damage for 70 rounds.

So that all things being equal it will take the Katana 2.8x more time to do the same ammount of damage as the Mantis. This means that the the shotgun needs to do 180% more damage than it is currently doing to be equal.

Unfortunately this would make the shotgun extremely over powered at melee range, so a more balanced approach means an increase of 80% rather than 180%. So 27.5 becomes 49.5, there by making one shot do a total of 198 damage. This is still less damage than the Mantis, but the shotgun can both headshot and can if in melee range do 2x the damage whereas the Sniper rifle can only headshot but is viable at long range.

The Scimitar does 20.34 damage per pellet, doing a total of 81.36 if all pellets hit, has a refire rate of .8 seconds and can assuming infinite ammo an ROF of 100. This would do, assuming all pellets hit and not at melee range, a total of 8,136 damage for 100 rounds.

The Viper does 81.9 damage a shot with a refire rate of .65 seconds. It has if continually fired with infinite ammo an ROF 240. This would total 19,656 damage for 240 rounds.

This means that the Scimitar needs 2.4x the amount of time to do the same amount of damage as the Viper. This means the Scimitar should do 2.4x the damage it is currently doing.

This would of course again make the shotgun extremely over powered at melee range, so the more balance option is an increase of 40% rather than 140%, so 20.34 per pellet becomes 28.47. This makes a single shot do 113.88 damage. This is more damage than the Viper but the viper both has more ammo and a faster firing rate to compensate.

The Claymore does 50.1 damage per pellet, for a total of 200.4 damage. It has if continually fired an ROF of 64 for a total of 12,825.6 damage.

The Widow does 368.3 damage a shot. It has if continually fired ROF 70 for a total of 25,781 total damage.

This means that the Claymore takes 2x the amount of time to do the same amount of damage as the Widow.  Unfortunately this throw off my previous scale, so to balance out increase it by the same amount as the Widow is an increase from the Mantis which is a 39% increase. So the Claymore now does 69.63 damage per pellet for a total of 278.55

So any thoughts or critiques? Am I going to far, not far enough, should I just completely leave it alone or should I also balance out the AR, and Pistol?

Modifié par Maxiric, 06 février 2010 - 10:29 .