RetiredSnail/WM: Difference between revisions

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FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.
FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.
==== Flak ====
Explosion:
    explosionForce = 10f;
    explosionRadius = 0.01f;
    damage = 0.01f;


=== Deagles ===
=== Deagles ===

Revision as of 21:37, 5 December 2023

WM

Listed here are only differences to WM-20231112.

About

This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon. Some weapons have been made slightly more accurate.

General

   Respawn: 1.0s + 0.5s x players
   FoV: 5.3
   Medkit Drops: Heal 20hp instead of 33hp.

FlakCannon

Concept: Long range weapon like Dragunov, but lethal in 3 shots. The dragunov can kill within 660ms while the FlakCannon can kill in 900ms. However, if the dragunov doesn't kill in two shots then the dragunov requires 1320ms to kill. Thus, the dragunov will beat FlakCannon if the dragunov player manages to land two body/head shots. In close range the Deagles for example has a higher rate of fire and will thus beat the FlakCannon.

   autoFire = 0;
   bulletsInShot = 1;
   fireIntervalSecs = 0.450f;
   camShake = 0.0f;
   sprayPercent = 0.0f;
   clipCount = 7;
   muzzleVelocity = 1.8f;
   reloadSecs = 3.5f;
   binkSecs = 0.0f;
   bulletKickBack = 0.0f;
   bulletForce = 300f;
   bulletFlagForce = 50f;
   bulletDamage = 0.4f;

FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.

Flak

Explosion:

   explosionForce = 10f;
   explosionRadius = 0.01f;
   damage = 0.01f;

Deagles

   fireIntervalSecs = 0.28f;

Lowered rate of fire.

SteyrAUG

   clipCount = 30; // same as WM-20231112
   bulletDamage = 0.195f; // same as WM-20231112
   sprayPercent = 0.0f;

More accurate.

Spas12

   bulletDamp = 0.965f;
   bulletTimeOutSecs = 0.25f;

Reduced range of bullets.

Kalashnikov

   sprayPercent = 0.0f;

More accurate.

Dragunov

   movementSprayPercent = 0.0f;

More accurate.

RocketLauncher

Concept: A weapon with a strong'n' quick boost at the cost of lethality.

   bulletKickBack = 400.0f;
   clipCount = 4;
   fireIntervalSecs = 1.25f;
   startLoaded = false;

Turned into a boost weapon.

RPG

Concept: Mimick the old M72 LAW from Soldat. Guided missiles are a nice idea but they just don't work with players who have ping because then the missile becomes undodgeable. Also currently the RPG rocket is bugged and making it unguided hopefully mitigates this somewhat.

   bowType = 2;
   bowFullSecs = 0.2f;
   bowMinStrength = w.bowFullSecs;
   autoFire = 3;
   guided = false;
   muzzleVelocity = 1.0f;
   reloadSecs = 7f;
   movementSprayPercent = 0.10f;

Unguided, faster missile. Can't be aimed at all while moving.