Additional Sidearm Balancing

Some additional tuning to the two most powerful sidearms in the mod, see
the readme for notes.
This commit is contained in:
Robert Fritzen 2017-12-21 15:07:59 -06:00
parent 301ce62a62
commit bae29e9297
3 changed files with 26 additions and 16 deletions

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@ -163,22 +163,32 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
* Holding the Plasmasaber will grant you a protective buff preventing zombie infection from impact damage.
* You can still be infected by taking zombie based projectile damage.
* Sidearms
* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) feel close to being perfect, some minor tuning will help get them there.
* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) are a bit too strong, so some minor adjustments will help smooth gameplay and bring the others into play
* Crimson Hawk Pistol
* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum.
* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum as it pertains to both PvP and PvE
* This behavior is intended for PvE, but not for PvP
* Reduced pulse damage from 0.23 to 0.17
* I also tweaked with the weapon's range a bit.
* Reduced the projectile life from 1 second to 0.7 seconds
* Assuming all five pulses hit, this equates to 0.85 damage, or 1.2 bursts to kill
* Increased the spread factor from 5:1000 to 7:1000
* This combined with the range reduction below will help to keep this weapon in check at the longer ranges
* Additionally, the pulses travel quite far at the moment, able to reach across one end of the Christmas Mall map to the other, this will be reduced
* Reduced the projectile life from 1 second to 0.45 seconds
* Added a 1.9 damage modifier to all zombie types
* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
* I want the Crimson Hawk to be a great PvE choice, but allow the other sidearms a chance to shine in PvP
* ES-77 Pulse Phaser
* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump.
* Let's not do this again, but instead look at some easy to make and good adjustments
* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump in the damage department
* Increased the base damage of the pulse phaser from 0.2 to 0.26
* Increased the damage of the phaser blade pulse from 0.21 to 0.3
* The strength of this weapon was it's incredible reach and long lasting projectile life time, this has been toned down a little
* Reduced the projectile lifetime from 3 seconds to 1.5 seconds
* Increased the projectile base speed from 120 to 160.
* On the flip side, my analysis of why this weapon was selected so much over all other sidearms boils down to two things.
* 1. This is the only sidearm in the mod without a required reload, being completely energy based
* 2. The pulses have an extensive reach and can strike targets at a very long distance
* The following adjustments will be made to counter
* Reduced the projectile lifetime from 3 seconds to 0.8 seconds
* Increased the projectile base speed from 120 to 165
* Note: The Phaser Blades pulse is slightly slower at 160 base speed
* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
* Sniper Rifles
* The sniper rifle class has always been one of the stronger ones in TWM2, and I feel no reason to neuter it now.

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@ -15,8 +15,8 @@ datablock TracerProjectileData(CHawkBullet) {
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 500;
lifetimeMS = 700;
fizzleTimeMS = 400;
lifetimeMS = 450;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
@ -74,7 +74,7 @@ datablock ShapeBaseImageData(CrimsonHawkImage) {
projectile = CHawkBullet;
projectileType = tracerProjectile;
projectileSpread = 5.0 / 1000.0;
projectileSpread = 7.0 / 1000.0;
//ClipStuff
ClipName = "CrimsonHawkClip";

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@ -11,11 +11,11 @@ datablock LinearFlareProjectileData(phaserBolt) {
explosion = "BlasterExplosion";
kickBackStrength = 0.0;
dryVelocity = 160.0;
dryVelocity = 165.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 1300;
lifetimeMS = 1500;
fizzleTimeMS = 700;
lifetimeMS = 800;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
@ -46,8 +46,8 @@ datablock LinearFlareProjectileData(TrevorPhaserBolt) {
dryVelocity = 160.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 1300;
lifetimeMS = 1500;
fizzleTimeMS = 700;
lifetimeMS = 800;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;