Vista's Improved Balance and Ballistics System

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sweedensniiperr
Posts: 2784
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Re: Vista's Improved Balance and Ballistics System

Post by sweedensniiperr »

I still never had any problem with the g36 or l85a2, but then again, I never complained about 900rpm either. My worst gun in PR is the m16/m4 because of the burst.
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Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Vista's Improved Balance and Ballistics System

Post by Vista »

sweedensniiperr wrote: My worst gun in PR is the m16/m4 because of the burst.
They're fine, M16/M4 will be a 2 burst kill (when accounting for shit hit detection :D )
AlonTavor
PR:BF2 Developer
Posts: 2991
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Re: Vista's Improved Balance and Ballistics System

Post by AlonTavor »

Acceptable modifications to the SOFTWARE that do not require express permission are as follows:

(a) Modifications to files for PERSONAL USE only. PERSONAL USE is herein defined as modifications that are only being used on private servers (servers that are passworded)
cough cough
Vista
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Re: Vista's Improved Balance and Ballistics System

Post by Vista »

[R-CON]AlonTavor wrote:cough cough
You're making it seem like I'm reverse engineering the launcher lol...

I'm just grabbing numbers and changing them, plus the reason why I started this was because some PR team members encouraged me to do so :^)

Plus there's not even a download link for this anymore.
AlonTavor
PR:BF2 Developer
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Re: Vista's Improved Balance and Ballistics System

Post by AlonTavor »

Shit vista, stop being such a dense memer and read it again
Make a private server with these changes. They're server side.
Rabbit
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Re: Vista's Improved Balance and Ballistics System

Post by Rabbit »

[R-CON]AlonTavor wrote:Shit vista, stop being such a dense memer and read it again
Make a private server with these changes. They're server side.
Denser than I am.
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AfSoccer "I just don't see the natural talent."
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Vista
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Re: Vista's Improved Balance and Ballistics System

Post by Vista »

[R-CON]AlonTavor wrote:Shit vista, stop being such a dense memer and read it again
Make a private server with these changes. They're server side.
Well I dunno, you could've just said it upfront and skipped the memes :D

It's going to be tough getting a populated server to test these changes, but I'll talk to some people.

Wish you guys did this for the current model :^)
Last edited by Vista on 2017-05-24 19:51, edited 1 time in total.
AlonTavor
PR:BF2 Developer
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Re: Vista's Improved Balance and Ballistics System

Post by AlonTavor »

Also
adding new projectiles or renaming them likely will cause client ctd

just run some mestia or kozelsk skirmish and do small inf battles
Vista
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Re: Vista's Improved Balance and Ballistics System

Post by Vista »

Yeah, I was notified of that. I'll see about that later.
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Mats391
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Re: Vista's Improved Balance and Ballistics System

Post by Mats391 »

Vista wrote:They're fine, M16/M4 will be a 2 burst kill (when accounting for shit hit detection :D )
If you calculate with them needing 2 bursts to kill, be it for hit detection or deviation, you should probably give them 600rpm projectiles. There is mandatory 0.05s delay between bursts so effective rate of fire is already 800rpm. It is likely that a player will have 0.1s or longer delay between bursts, so rate of fire will be 720rpm or lower quite likely.
The bursts are also harder to control than full auto 900rpm. The last shot of the burst wont have canceled recoil and it is certainly easier to counter one constant up-force than bursted one.
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Vista
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Re: Vista's Improved Balance and Ballistics System

Post by Vista »

Sure, seems reasonable.
Vista
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Re: Vista's Improved Balance and Ballistics System

Post by Vista »

VERSION 2.5
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Weapons affected: L85A2, G36, M16

Before:

Code: Select all

ObjectTemplate.create GenericProjectile 556_45_r
ObjectTemplate.material 3556
ObjectTemplate.damage 39
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5
After:

Code: Select all

ObjectTemplate.create GenericProjectile 556_45_600
ObjectTemplate.material 3556
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5
I added it to the changelog. Anything else? I can't really progress any further on my own since to hold a test I need that spicy python stuff to change server-side variables :^^^^^^)

OP updated.
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: Vista's Improved Balance and Ballistics System

Post by Allahu Akbar »

This is literally worse than Insurgency's 1-2-shot-kill model.

Balance of weapon could be easily fixed with both realism and gameplay in mind if you apply a bit of knowledge on actual weapon(which EA can't, neither can you from what I have seen).
Zwiling's mistake was basing damage purely on kinetic energy, your mistake was basing damage on rate of fire.

SKS, for example, does appear to be subpar version of AK currently.
However, it can simply have better accuracy and handling(it uses short-stroke gas piston system which should mean lower recoil than AK which uses long-stroke system, and has traditional type rifle stock so it could use tighter hipfire deviation).

Tighter hipfire can also be applied to bolt action rifles(no optics).

For 3-round-burst-M4/M16, they can even have lower vertical recoil(but slightly more horizontal recoil) due to modeled vertical foregrip. This has been done in Insurgency(source game).




---
If you are going to tell DogActual to fuck off like everyone else does, you might as well change all standard rifle's RPM to 600. Don't forget QBZ-95B.
Last edited by Allahu Akbar on 2017-05-28 09:59, edited 12 times in total.
Geronimo
Posts: 274
Joined: 2013-03-28 20:49

Re: Vista's Improved Balance and Ballistics System

Post by Geronimo »

I've read through the thread and these changes seem more reasonable than Zwillings.

Devs please consider it for a future patch.

Vista are you happy now?
mectus11
PR:BF2 Developer
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Re: Vista's Improved Balance and Ballistics System

Post by mectus11 »

ha gayyyy
Last edited by mectus11 on 2020-02-01 15:16, edited 1 time in total.
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fecht_niko
Posts: 347
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Re: Vista's Improved Balance and Ballistics System

Post by fecht_niko »

Looks like a good mixture between realism and gameplay.

Make Pistols/SMGs a bit more powerfull (5 hits on body armor, 3 no body armor)
and Shotguns 0-10m 1shot, 10-20m 2 shot, and so on
and the INF gameplay will be fun again.
Cpt.Future
Posts: 192
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Re: Vista's Improved Balance and Ballistics System

Post by Cpt.Future »

Version 2.5 table is really good
fecht_niko wrote: Make Pistols/SMGs a bit more powerfull (5 hits on body armor, 3 no body armor)
and Shotguns 0-10m 1shot, 10-20m 2 shot, and so on
and the INF gameplay will be fun again.
And +1 to this
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Vista
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Joined: 2011-04-30 10:36

Re: Vista's Improved Balance and Ballistics System

Post by Vista »

So guys I heard we were going to use the previous damage model again.

Want to make it a bit more balanced?



;)
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Vista's Improved Balance and Ballistics System

Post by FlyingR »

Vista wrote:So guys I heard we were going to use the previous damage model again.

Want to make it a bit more balanced?

;)
Shotgun and Sniper OP, please change damage model!
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Vista's Improved Balance and Ballistics System

Post by Vista »

FlyingR wrote:Shotgun and Sniper OP, please change damage model!
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