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.