Advertisement
Guest User

deathmatch science

a guest
Sep 23rd, 2017
86
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.85 KB | None | 0 0
  1. skills:
  2. Currently skills for characters are unbalanced and very few characters have a role
  3. or are just more worth using than others. a possible change would be reconfiguring
  4. useful skills to the characters so all characters play a specific role in deathmatch.
  5. example would be removing scanner from techs and replacing the skill with health bonus
  6. or damage bonus.
  7.  
  8.  
  9. useless:
  10.  
  11. piercing bullets -----> meh
  12. scanner
  13. infestation curing
  14. leadership -----> should be removed (rng)
  15. combat drugs -----> meh
  16. speed bonus -----> all characters have the same move speedscale
  17. (could change the speedscale so it has a use?)
  18.  
  19. useful:
  20.  
  21. damage bonus
  22. health bonus
  23. reload bonus
  24. explosive bonus
  25. healing bonus
  26. autogun damage
  27. vindicator damage
  28. melee damage bonus
  29. engineering -----> meh
  30.  
  31. leadership reason for removal:
  32.  
  33. Each point in Leadership grants nearby marines a +3% chance of inflicting
  34. double the damage per shot/pellet for ballistic, non-explosive weapons and
  35. a +6% chance to take half damage per hit.
  36.  
  37. sarge:
  38. 15% chance to deal double damage
  39. 30% chance to take half damage
  40.  
  41. jaeger:
  42. 9% chance to deal double damage
  43. 18% chance to take half damage
  44.  
  45. Leadership just adds rng to a fight much like random crital hits in TF2 which
  46. ruins the games skill factor. Also the effect is'nt just for you but all players
  47. that you can pretty much see.
  48.  
  49. (The effective range for Leadership is roughly one screen width,
  50. so if you want the bonus, make sure you can see the Officer.)
  51.  
  52.  
  53.  
  54. shotguns:
  55. In their current state there is pretty much no point in using anything other
  56. than shotguns if the player isnt off/on the edge of your screen.
  57.  
  58. vindicator:
  59. Base Pellets 7
  60. Base DPS 105
  61. Fire rate 1.5
  62. Reload time 2.8
  63. Mag size 14
  64. DMG per pellet 15
  65.  
  66. increase per vindicator bonus
  67.  
  68. 105 <---- 0
  69. 119 <---- 1
  70. 133 <---- 2 <---- sarge
  71. 147 <---- 3
  72. 161 <---- 4
  73. 175 <---- 5 <---- jaeger
  74.  
  75. damage per pellet increase
  76.  
  77. 15 <---- 0
  78. 17 <---- 1
  79. 19 <---- 2 <---- sarge
  80. 21 <---- 3
  81. 23 <---- 4
  82. 25 <---- 5 <---- jaeger
  83.  
  84.  
  85.  
  86. jaeger:
  87.  
  88. 175 base dps
  89. 25 damage per pellet
  90.  
  91. sarge:
  92.  
  93. 133 base dps
  94. 19 damage per pellet
  95.  
  96. model shotgun:
  97.  
  98. Base pellets 7
  99. Base DPS 175
  100. Fire rate 1
  101. Reload time 1.8
  102. Mag size 4
  103. DMG per pellet 25
  104.  
  105.  
  106.  
  107. dmg bastille
  108. base per crash
  109. weapon dmg shot %inc faith wolfe sarge wildcat
  110.  
  111. Precision Rail Rifle 75 10 13 85 95 105 115
  112. Model 35 Pump-action Shotgun 175 ^14 8 189 203 217 231 <----
  113. M868 Flamer Unit 2 *0.5 25 3 3 4 4
  114. M73 Twin Pistols 14 2 14 16 18 20 22
  115. K80 Personal Defense Weapon 7 1 14 8 9 10 11
  116. IAF Tesla Cannon 1 0.25 25 1 2 2 2
  117. IAF Incendiary Sentry Gun 35 *0.5 1 36 36 37 37
  118. IAF Advanced Sentry Gun 10 1 10 11 12 13 14
  119. AVK-36 Marksman Rifle 65 10 15 75 85 95 105
  120. AA42 Devastator 77 7 9 - 91 - 105
  121. 22A7-Z Prototype Assault Rifle 5 1 20 - - º8 -
  122. 22A4-2 Combat Rifle 5 1 20 6 7 8 9
  123. 22A3-1 Assault Rifle 5 1 20 6 7 8 9
  124.  
  125.  
  126. increase per damager bonus
  127.  
  128. 175 <---- 0 <---- jaeger/vegas
  129. 189 <---- 1 <---- faith
  130. 203 <---- 2 <---- wolfe
  131. 217 <---- 3 <---- sarge/crash/bastille
  132. 231 <---- 4 <---- wildcat
  133. 245 <---- 5
  134.  
  135. damage per pellet increase
  136.  
  137. 25 <---- 0 <---- jaeger/vegas
  138. 27 <---- 1 <---- faith
  139. 29 <---- 2 <---- wolfe
  140. 31 <---- 3 <---- sarge/crash/bastille
  141. 33 <---- 4 <---- wildcat
  142. 35 <---- 5
  143.  
  144. possible change?:
  145.  
  146. (idea is to make the shotgun a viable option for close range
  147. and to encourage the use of a different weapon for other ranges.
  148. this will also encourage comboing weapons for frags.)
  149.  
  150.  
  151. model shotgun:
  152.  
  153. Base pellets 7
  154. Base DPS 98
  155. Fire rate 1
  156. Reload time 1.8
  157. Mag size 4
  158. DMG per pellet 14
  159.  
  160. increase per damager bonus
  161.  
  162. 98 <---- 0 <---- jaeger/vegas
  163. 112 <---- 1 <---- faith
  164. 126 <---- 2 <---- wolfe
  165. 140 <---- 3 <---- sarge/crash/bastille
  166. 154 <---- 4 <---- wildcat
  167. 168 <---- 5
  168.  
  169. damage per pellet increase
  170.  
  171. 14 <---- 0 <---- jaeger/vegas
  172. 16 <---- 1 <---- faith
  173. 18 <---- 2 <---- wolfe
  174. 20 <---- 3 <---- sarge/crash/bastille
  175. 22 <---- 4 <---- wildcat
  176. 24 <---- 5
  177.  
  178.  
  179. vindicator:
  180. Base Pellets 7
  181. Base DPS 56
  182. Fire rate 1.5
  183. Reload time 2.8
  184. Mag size 14
  185. DMG per pellet 8
  186.  
  187. increase per vindicator bonus
  188.  
  189. 56 <---- 0
  190. 70 <---- 1
  191. 84 <---- 2 <---- sarge
  192. 98 <---- 3
  193. 112 <---- 4
  194. 126 <---- 5 <---- jaeger
  195.  
  196. damage per pellet increase
  197.  
  198. 8 <---- 0
  199. 10 <---- 1
  200. 12 <---- 2 <---- sarge
  201. 14 <---- 3
  202. 16 <---- 4
  203. 18 <---- 5 <---- jaeger
  204.  
  205.  
  206. Offhands:
  207.  
  208. Not much to change here other than smartbomb/hornet damages and how the
  209. hand grenades work.
  210.  
  211. (note: damage increases by 1 per explosive bonus)
  212.  
  213. Smart Bomb: <---- only in tdm (for now)
  214.  
  215. Max # of uses 1
  216. missiles per use 38
  217. Damage per missle 50
  218.  
  219. Total Damage per max use:
  220.  
  221. 50*38 = 1900
  222.  
  223.  
  224. Hornet Brrage:
  225.  
  226. Max # of uses 3
  227. missiles per use 8
  228. Damage per missle 50
  229.  
  230.  
  231. Total damage per barrage:
  232.  
  233. 50*8 = 400
  234.  
  235. Total damage per max use:
  236.  
  237. 50*24 = 1200
  238.  
  239.  
  240. Hand Grenades:
  241.  
  242.  
  243. Max # of uses 5
  244. Damage per grenade 80
  245. Fuse Detonator 4 seconds
  246. Blast radius 280 hu
  247.  
  248. Cluster per explosive bonus:
  249.  
  250. 1 <---- 0
  251. 2 <---- 1
  252. 3 <---- 2 <---- crash/sarge
  253. 4 <---- 3
  254. 5 <---- 4 <---- jeager
  255. 6 <---- 5
  256.  
  257.  
  258. possible changes?:
  259.  
  260. (idea here is to make smartbomb/hornet barrage a passive fighting tool during
  261. combat rather than it fighting for you, much like taking a medkit into combat
  262. and it heals you while you fight.)
  263.  
  264. smart Bomb:
  265.  
  266. Max # of uses 1
  267. missiles per use 38
  268. Damage per missle 10
  269.  
  270. Total damage per max use:
  271.  
  272. 10*38 = 380
  273.  
  274.  
  275. Hornet Barrage:
  276.  
  277. Max # of uses 3
  278. missiles per use 8
  279. Damage per missle 12
  280.  
  281. Total damage per barrage:
  282.  
  283. 12*8 = 96
  284.  
  285. Total damage per max use:
  286.  
  287. 12*24 = 288
  288.  
  289.  
  290. Hand Grenades:
  291.  
  292. (Fuse shortened by 1 second or it could have an impact fuse.)
  293.  
  294. Max # of uses 5
  295. Damage per grenade 80
  296. Fuse Detonator 3 seconds
  297. Blast radius 280 hu
  298.  
  299. Cluster per explosive bonus:
  300.  
  301. 1 <---- 0
  302. 2 <---- 1
  303. 3 <---- 2 <---- crash/sarge
  304. 4 <---- 3
  305. 5 <---- 4 <---- jaeger
  306. 6 <---- 5
  307.  
  308. Side Notes:
  309.  
  310. out of bounds:
  311.  
  312. on dm_diema and dm_syntek it is possible to go out of bounds by jumping
  313. on obstacles then to the top of the map. This could be fixed with a invisable
  314. roof like on dm_testlab.
  315.  
  316.  
  317. weapon respawn times:
  318.  
  319. weapons respawn every 2 minutes but their isnt enough weapons or medkits
  320. on the maps to last that long in 4-8 player games. Maybe respawn time
  321. could be 1 minute or for every player the time shortens by ten seconds.
  322.  
  323.  
  324. player spawns:
  325.  
  326. currently players respawn in fixed spots, it's very easy to spawn trap players
  327. by teleporting to the next respawn and giving them no chance to collect items
  328. and fight back. Also very frustrating for newer players to deal with.
  329. Fix for this could be random respawns.
  330.  
  331.  
  332.  
  333. quick switching:
  334.  
  335. A term im making up for when you for example shoot a model shotgun
  336. and switch to your other weapon and back to the model shotgun to
  337. cancel the delay between shots. Currently this makes the model shotgun
  338. more powerful than the vindicator (much higher DPS) and should be changed.
  339. But if only quick switching is fixed and not shotgun damages the vindicator
  340. will easily be the strongest gun for deathmatch.
  341.  
  342.  
  343.  
  344. tldr:
  345.  
  346. shotguns/samrt bomb/hornet barrage damages need to be significantly lowered
  347. and skills need a work around to include the other characters of the game.
  348. Weapon repsawns and player respawns need to be changed along with some
  349. minor map tweaks.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement