18 Jan 11, 10:29PM
(This post was last modified: 18 Jan 11, 10:31PM by Roflcopter.)
(18 Jan 11, 09:56PM)makkE Wrote: You have to take the new code for smg into account! Comparing what you find in server.h won't reveal the whole picture anymore. In 1.0.4 (where SMG was THE gun to use), SMG had a constant spread value of 70 ! Those valuse you talk of (40 and 45) only refer to the first shot fired (and increase for two more shots until they reach 70). The maximum spread of the smg (anything that happens after the first 3 shots) is as usual - 70. The way it's been since 0.9.
Effectively, the SMG has a lot more range now, if your aim is good, and you can get the first few shots in properly.
The reason why many people stopped playing the SMG is simply that the damage was reduced, and they were not used to having to aim. Now smg is right in between 1.0 and 1.1.0.4 concerning the feel and damage.
Thanks for your explanation and putting up with my ignorance. :)
I don't know about the stats then, it feels very imprecise in play but it's also quite effective as long as the player you're shooting isn't partially hidden. I'd still prefer spread decreased as far as possible to reward accuracy.
So in terms of the AR and SMG, have any boosts been provided at all? I can't really notice any AR changes except the different number of bullets needed for shielded players. And also, what is "recoilbackfade"? :P
Lantry Wrote:if i was player A with any other gun, i would still be able to get player b down to at least 50% health before he kills me the first time. with carbine or assault rifle, i could easily kill player a on my first life. the flag isn't supposed to be easy to get.
If I weaken a player to 50%, they will find a medkit or two and be full health (or very close) for your next attack. This coupled with the fact that very low health players defending their base will suicide for this very recent -- we do that all the time.