qreeves {l Wrote}:SMG: The "stun" effect is actually intentional, it is the anti-sword, what needs lowering is the damage (it currently does 25 damage for a headshot, which means you can kill someone in less than one second - even at a range).
Okay, thank you for clarifying the intent of the stun. And YES, you are exactly right about being close to insta-killed at a range.
qreeves {l Wrote}:Flamer: [...] I've lowered the radius a bit so you need slightly better aim to use it. [...] The high chance of critical hits with this weapon is probably not helping, I'm considering removing it.
Okay, good to know. However, I still stand by my comment that the flames
appear to engulf the target, but do nothing. This may be a visual nitpick, but can lead to frustration for new players. Maybe.
I concur with the latter point, and now that you mention that, it explains why the flamer randomly kills extremely quickly. A high crit chance on this weapon makes sense, but I can hear the "crit sound" like a tremolo chirping. ie. it crits a LOT.
qreeves {l Wrote}:Rifle: The "splash" effect for the primary fire only does full damage at its center, it is scaled toward zero the further to the edge you are, and then it is scaled more depending on the hitzone you get.
I know that, though I think a test I did at one point showed this range to be quite wide...I will re-test in an hour when I am home.
[EDIT]
*see bottom of post*
qreeves {l Wrote}:There is no need for a separate "explosiondamage" variable, it would just make the "damage" one redundant.
I didn't think of that. Good point.
qreeves {l Wrote}:As with all weapons in RE, there is no hitscan, they are purposely travelling projectiles with a time-to-impact; you need to learn to lead your shots like you would any gun in real life (this is by no means a suggestion that I am aiming for realism).
I personally agree with you on that, and respect your decision.
qreeves {l Wrote}:Everyone needs to realise a lot more goes into the balance of a weapon than just damage and radius too. Other factors include clip size, attack delay, reload delay, stun time/scale, hitpush, flak, speed, etc.
I am well aware of this, and am fairly familiar with how balancing works. The collective point being made about the rifle is that this splash, combined with a pretty decently fast semi-auto fire rate makes the rifle practically a "multi-tool"; able to be used effectively in close range, mid range, and long range scenarios. It is questionable whether or not this is appropriate for a "rifle" type weapon.
I feel this is pretty much entirely based upon opinion, and will be hard to reach an agreement/understanding.
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As for the rifle radius I mentioned above, here's some screens. I disabled hitpush to more accurately show the distance from the player the center of the splash was.
This may just be my own personal opinion, but it seems like that's an awfully large area of lenience for an off-target shot. Are there any other opinions on this?
I'm just trying to push points to get a collective thought, not trying to fulfill a personal agenda.


