Random unbalanced weapon variables modification...

Random unbalanced weapon variables modification...

Postby Remilia Scarlet » 18 Jul 2012, 22:46

Just a random variable modification based on ballistics performance of real weapons...
The firepower was used to determine damage, the projectile velocity to determine the speed(10x m/s).
Weight of the projectiles is based on 10x the weight of the real life equivalent(grams).

Most secondary fires have been disabled(use 4096 units of clip), all original clip sized have been kept or set to 1 to avoid ugly rings, but in keeping with real weapons(e.g. Beretta 98 can hold a 10 round magazine, so the modified pistol also holds the original 10 rounds...)

A list of bases...

Original weapon - Base weapon (type) and projectile information;
-
Melee - None;
Pistol - Beretta 98 (Semi-Automatic handgun), 9x21mm IMI;
Sword - None, Layered steel;
Shotgun - Remington Model 870 (Pump-action shotgun), 12-gauge;
SMG - Uzi (Submachine gun), 9x19mm Parabellum;
Flamer - Type 93 (flamethrower), Gasoline and Tar mixture;
Plasma - Denel Y3 AGL (Automatic grenade launcher), 40x53mm grenade;
Rifle - None, .950 JDJ;
Grenade - M67 (frag 'nade), unfortunately it does not fragment as I am only using the secondary weapon flak of each weapon to ensure all weapons do not rely on other modified weapons, and the 'nades will always use the 'nade model...;
Rocket - RPG-7, 85mm rocket propelled grenade.

Note: The rocket also has a 2 stages, 1st (fired, 250ms fuse) weighs 100au and moves at 900au, can not collide with players or geometry(bounces); 2nd weighs 0au and moves at 1150au, explodes on collision.
The grenade weight is 1/4 of what it should be as they are unusable otherwise...

I do not pretend that these variables are in any way an accurate representation of real life ballistics, it was a 'just for fun' type mess around^_^
I also do not claim that these are in any way balanced variables.

Give suggestions or flak if you feel like it, insult if you want.
Also consider that there is 1 download more than there should be, I tested to see if it was the correct file.
Attachments
REalism.cfg
(7.49 KiB) Downloaded 321 times
Remilia Scarlet
 
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Re: Random unbalanced weapon variables modification...

Postby YaRo » 23 Jul 2012, 01:52

There is no realism?
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Re: Random unbalanced weapon variables modification...

Postby TristamK » 05 Aug 2012, 11:22

Look like a insta weapons mod . Nice idea with plasma . I like it . But yes - hard to see. But why you disable a alternative attack ? you can replace a alternative attack by coping main attack and add zoom to it like you did with pistol . Also rifle need more rounds .That all.. mb.
Sorry for my bad English. Sometimes i use google translator.
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Re: Random unbalanced weapon variables modification...

Postby TristamK » 07 Aug 2012, 09:08

I create a video about your config
http://www.youtube.com/watch?v=_ixq4bWySvU
Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
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Re: Random unbalanced weapon variables modification...

Postby Remilia Scarlet » 13 Aug 2012, 16:59

Explanation for why things are as they are (not complaining about your opinion):
http://www.youtube.com/watch?v=0rKHXTsDcco
1 shot before reload...
You did not cover the pistol either...
The flamer will always be overpowered at close range. I have tried setting the particles to 1 and damage to 1, still does ridiculous amounts of damage if you set the speed and partsize to anything sensible.
Most firearms that where the base of these weapons do not actually have scopes thus no zoom function is used.

Also, concerning the difficulty of seeing some of the particles, try watching a projectile moving at more than 300m/s...XD

I may change the rifle if I feel like it later...
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