From bae29e92975a9b7227e4d71acf541656bf6b561f Mon Sep 17 00:00:00 2001 From: Robert Fritzen Date: Thu, 21 Dec 2017 15:07:59 -0600 Subject: [PATCH] Additional Sidearm Balancing Some additional tuning to the two most powerful sidearms in the mod, see the readme for notes. --- README.md | 26 ++++++++++++++++++-------- scripts/weapons/Pistols/CrimsonHawk.cs | 6 +++--- scripts/weapons/Pistols/PulsePhaser.cs | 10 +++++----- 3 files changed, 26 insertions(+), 16 deletions(-) diff --git a/README.md b/README.md index 2a8d65e..36d1333 100644 --- a/README.md +++ b/README.md @@ -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. diff --git a/scripts/weapons/Pistols/CrimsonHawk.cs b/scripts/weapons/Pistols/CrimsonHawk.cs index c13abce..895c5db 100644 --- a/scripts/weapons/Pistols/CrimsonHawk.cs +++ b/scripts/weapons/Pistols/CrimsonHawk.cs @@ -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"; diff --git a/scripts/weapons/Pistols/PulsePhaser.cs b/scripts/weapons/Pistols/PulsePhaser.cs index 10dd1eb..cd14c9d 100644 --- a/scripts/weapons/Pistols/PulsePhaser.cs +++ b/scripts/weapons/Pistols/PulsePhaser.cs @@ -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;