Here's a little late night dev report:
We had a long meeting tonight, discussing several things. Here's what we will start testing with soon:
Recoil: I have worked out some new values to start off from - basically concerning AR and SMG. These values are for now a middleground between 1.04 and 1.1.04. We'll see how that's gonna feel. AR and SMG both a little harder to handle, basically.
SMG: Spread will be set back to 1.04 value, without dropping the "first few shots more accurate" behaviour. We will experiment with a 15 1/2 damage too.
Sniper: We will test with less unscoped spread, to make up for the smaller headshot hitbox. We'll try out 83 damage (83 + 18 = 101) - this will guarantee a 1/1 shot behaviour on the combo, and beyond it - I think having the combo work untill 26 armour is reached would be a good middleground. No changes to recoil settings, they are most crucial for autos anyways.
Pistol : A tiny bit more accurate, a tiny bit harder to handle, and a mag size of 10. Should make it more valuable to snipers for combo-ing, and overall more useful as a backup.
Shotgun: This will probably take a while. We will be testing a whole new approach, with 3 diffrent hitzones, each dealing diffrent damage, while using more pellets in total to reduce random distribution a bit. The goal is: A shotgun that is very effective up close, but does less damage the farther away the target is. Still, on long range, a certain amount of basic damage should get through, if aimed nicely. I am not sure yet how this will work out, especially concerning the splatter thing. In the end, I hope we will find a proper middle between 1.04 's ultra randomness and 1.1's overpower :)
We'll first concentrate on these guns, possible nade changes will be tested at a later stage,
We _might_ be able to do our first testing session on sunday night. Stop by and test the svn with us, if you have the time. I will try to keep you updated about the whens and hows.
We had a long meeting tonight, discussing several things. Here's what we will start testing with soon:
Recoil: I have worked out some new values to start off from - basically concerning AR and SMG. These values are for now a middleground between 1.04 and 1.1.04. We'll see how that's gonna feel. AR and SMG both a little harder to handle, basically.
SMG: Spread will be set back to 1.04 value, without dropping the "first few shots more accurate" behaviour. We will experiment with a 15 1/2 damage too.
Sniper: We will test with less unscoped spread, to make up for the smaller headshot hitbox. We'll try out 83 damage (83 + 18 = 101) - this will guarantee a 1/1 shot behaviour on the combo, and beyond it - I think having the combo work untill 26 armour is reached would be a good middleground. No changes to recoil settings, they are most crucial for autos anyways.
Pistol : A tiny bit more accurate, a tiny bit harder to handle, and a mag size of 10. Should make it more valuable to snipers for combo-ing, and overall more useful as a backup.
Shotgun: This will probably take a while. We will be testing a whole new approach, with 3 diffrent hitzones, each dealing diffrent damage, while using more pellets in total to reduce random distribution a bit. The goal is: A shotgun that is very effective up close, but does less damage the farther away the target is. Still, on long range, a certain amount of basic damage should get through, if aimed nicely. I am not sure yet how this will work out, especially concerning the splatter thing. In the end, I hope we will find a proper middle between 1.04 's ultra randomness and 1.1's overpower :)
We'll first concentrate on these guns, possible nade changes will be tested at a later stage,
We _might_ be able to do our first testing session on sunday night. Stop by and test the svn with us, if you have the time. I will try to keep you updated about the whens and hows.