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Additional Sidearm Balancing
Some additional tuning to the two most powerful sidearms in the mod, see the readme for notes.
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3 changed files with 26 additions and 16 deletions
26
README.md
26
README.md
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@ -163,22 +163,32 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
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* Holding the Plasmasaber will grant you a protective buff preventing zombie infection from impact damage.
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* Holding the Plasmasaber will grant you a protective buff preventing zombie infection from impact damage.
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* You can still be infected by taking zombie based projectile damage.
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* You can still be infected by taking zombie based projectile damage.
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* Sidearms
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* Sidearms
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* 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.
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* 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
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* Crimson Hawk Pistol
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* Crimson Hawk Pistol
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* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum.
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* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum as it pertains to both PvP and PvE
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* This behavior is intended for PvE, but not for PvP
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* Reduced pulse damage from 0.23 to 0.17
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* Reduced pulse damage from 0.23 to 0.17
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* I also tweaked with the weapon's range a bit.
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* Assuming all five pulses hit, this equates to 0.85 damage, or 1.2 bursts to kill
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* Reduced the projectile life from 1 second to 0.7 seconds
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* Increased the spread factor from 5:1000 to 7:1000
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* This combined with the range reduction below will help to keep this weapon in check at the longer ranges
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* 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
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* Reduced the projectile life from 1 second to 0.45 seconds
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* Added a 1.9 damage modifier to all zombie types
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* Added a 1.9 damage modifier to all zombie types
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* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
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* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
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* I want the Crimson Hawk to be a great PvE choice, but allow the other sidearms a chance to shine in PvP
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* ES-77 Pulse Phaser
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* ES-77 Pulse Phaser
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* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
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* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
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* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump.
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* Let's not do this again, but instead look at some easy to make and good adjustments
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* 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
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* Increased the base damage of the pulse phaser from 0.2 to 0.26
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* Increased the base damage of the pulse phaser from 0.2 to 0.26
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* Increased the damage of the phaser blade pulse from 0.21 to 0.3
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* Increased the damage of the phaser blade pulse from 0.21 to 0.3
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* The strength of this weapon was it's incredible reach and long lasting projectile life time, this has been toned down a little
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* On the flip side, my analysis of why this weapon was selected so much over all other sidearms boils down to two things.
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* Reduced the projectile lifetime from 3 seconds to 1.5 seconds
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* 1. This is the only sidearm in the mod without a required reload, being completely energy based
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* Increased the projectile base speed from 120 to 160.
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* 2. The pulses have an extensive reach and can strike targets at a very long distance
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* The following adjustments will be made to counter
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* Reduced the projectile lifetime from 3 seconds to 0.8 seconds
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* Increased the projectile base speed from 120 to 165
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* Note: The Phaser Blades pulse is slightly slower at 160 base speed
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* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
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* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
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* Sniper Rifles
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* Sniper Rifles
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* 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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* 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) {
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dryVelocity = 425.0;
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 500;
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fizzleTimeMS = 400;
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lifetimeMS = 700;
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lifetimeMS = 450;
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explodeOnDeath = false;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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explodeOnWaterImpact = false;
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@ -74,7 +74,7 @@ datablock ShapeBaseImageData(CrimsonHawkImage) {
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projectile = CHawkBullet;
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projectile = CHawkBullet;
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projectileType = tracerProjectile;
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projectileType = tracerProjectile;
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projectileSpread = 5.0 / 1000.0;
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projectileSpread = 7.0 / 1000.0;
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//ClipStuff
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//ClipStuff
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ClipName = "CrimsonHawkClip";
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ClipName = "CrimsonHawkClip";
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@ -11,11 +11,11 @@ datablock LinearFlareProjectileData(phaserBolt) {
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explosion = "BlasterExplosion";
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explosion = "BlasterExplosion";
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kickBackStrength = 0.0;
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kickBackStrength = 0.0;
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dryVelocity = 160.0;
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dryVelocity = 165.0;
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wetVelocity = 40.0;
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wetVelocity = 40.0;
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velInheritFactor = 0.5;
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velInheritFactor = 0.5;
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fizzleTimeMS = 1300;
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fizzleTimeMS = 700;
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lifetimeMS = 1500;
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lifetimeMS = 800;
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explodeOnDeath = false;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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explodeOnWaterImpact = false;
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@ -46,8 +46,8 @@ datablock LinearFlareProjectileData(TrevorPhaserBolt) {
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dryVelocity = 160.0;
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dryVelocity = 160.0;
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wetVelocity = 40.0;
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wetVelocity = 40.0;
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velInheritFactor = 0.5;
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velInheritFactor = 0.5;
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fizzleTimeMS = 1300;
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fizzleTimeMS = 700;
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lifetimeMS = 1500;
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lifetimeMS = 800;
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explodeOnDeath = false;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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explodeOnWaterImpact = false;
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