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(I'll make a tonne of threads on the issue and surrounding it then)
DRGunZ as of 4.2 (or 1.2, whatever you wanna call it) is atleast up. The dev teams essentially undid the damage of horrible 100% equality patch (A perfect example of how to take a concept way too far). That said 4.2 is better but it still needs alot of work. Balancing is just 1 of the things again needs to be worked on but the non developers are generally (mostly) too busy or lazy to actually take a serious look at what needs to be changed to what, why, and then deal with all the trolls that are sure to amass threads like this on the same subject.
You've got your uneducated misinformed mass trolls and your evil seed trolls. The first is self explanatory, while the second are your classic ones which may have nothing better to do OR an ulterior motive that will serve to make things better for them (or their "friends" [bacterial scum]). These people know who they are and nobody wants to deal with them. Staff don't have to worry about them because of the intimidation factor but they are numerous and unavoidable. "You don't think I do this for my country?". The uninformed masses could learn something if they just listened. If they listened (read) they'd no longer be trolls but it's those who don't listen who end up being the continual part of the problem. To everyone else, I hope we can have a good discussion about the overarching balance concepts of 4.2 and what needs to be implemented in 4.3 without shying away from anything or changing the subject for your own impatient benefits. We'll get through everything in due time and save DR.
Let's actually get started then...
4.2s BALANCING PROBLEMS
Where to start? Anywhere. So I'll pick something that matters to everyone. The overall HP AP values of all the players.
Look, GunZ incorporates leveling so this should vary and increase as it goes up. The differences should be grander so that leveling is atleast noticeable but not to the point that questing to 99 becomes the end all be all factor of GunZ. Of course the player alone is a multitude of concepts, from skill, weapons, hp/ap, connection, controls, PC specs and how their level affects their potential hp/ap weapons items but since the level of the items people use matters, we should reward people for leveling by atleast making the previous weapons obsolete in almost every way. (including looks, which is another problem. Some of the weapons are so ugly that it just doesn't matter what level it is, some of you don't want to wear them. This game has become somewhat of a joke now visually. You've just got a bunch of clowns running around wearing all sorts of weird stuff that takes away from the game's setting and overall vibe)
Currently things are highly equal, but not like the old GunZs we used to play though partially imbalanced, atleast had an idea of balance continued throughout as well as adequate in-class VARIATION.
A lack of variety is one of the problems here. We need weight tiers (for rings [light, normal, heavy] and weapons) and concept change ups (delay AND damage change ups with weight play for as well for more variance). We are the characters here, so lets put some of the "creativity" into the weapon and item selection and not just "the basic set at level 50 and how colourful you can make your clown" etc.
Sigh, I guess it's time for an incredibly detailed example...
Aneila's current level 65 gear set not including the incredibly good fashion I have selected [lol] (screw you, especially you ugly people. You can't even spell fashion even after reading it here. Go put on your clown outfits)
(I'm currently H-Styling [using moves like JSD, DashShot, SS, HS, YoyoStep, etc] so my equips generally match gunner. I like mid to long range so I'm using mid/long range weapons. I don't like shotguns because, yes, they're STILL OP and I'll get to that later. I'm using low rings because this is essentially a training set for me. I would put on normal rings for something important. Really I should just take off the rings, and to be honest I often do.)
Odd isn't it? (screw you, idiots) I mean the fact that it's only 58/100 weight. In IGunZ and the old DRGunZ, with the best rings for your level, you would be struggling and unable to stay under 100/100, (hence the beauty of rings that added extra weight points and the need for rings that gave you less HP/AP but weighed less). But wait, before we get into the seemingly obvious solution of just making everything weigh more we have to look at the fact that in the original GunZ and old DR, fights lasted longer because there was more HP/AP to work with and also, "Anti-Lead" didn't exist (people still have the definition of "leading" wrong).
So all round we need more HP/AP in general to work with and way more rings. All the weights probably need to go up on all things somewhat and we need to start capping our weights with equipping gear being almost a game in itsself. Since the clothes we wear are of 0 weight/importance now, the rings become the concept of a full set of armor. Adjust that as necessary (How to do this? Hypothetical gearsets. Make it like the old DR where we had multiple ring types and way more rings). Meds for example, should be "almost unwearable" (something needs to be sacrificed) or completely unwearable with the best set of rings/gear and say dual shotguns (a staple due to the fact that they'reso much more effective over powered in comparison to other weapons [gun weight matters when comparing the overall effectivity. For example, if machineguns IRL were lighter than assault rifles, they'd be used more, but they aren't used more than assault rifles IRL because they're "too heavy"] much more on this later). Even unequipping melee for the sake of more weight so you can put on EVEN HEAVIER gear (at the cost of greater evasion) should be a very realistic and doable option in this game.
There were always 2 kinds of styles in GunZ. How you played and what your gear set was. The latter was equally, if not more, important due to the diversity, complexity and actual gameplay of just figuring out what armor to put on and how to have it all fit. One benefit of the PServers was supposed to be "you don't have to look shitty while figuring out your awesome, perfectly weighted, tailored-to-you gear set. This has become perverted and lapsed into "GunZ is just a shell of a real game with K-Style and you can wear anything you want on our PServer". It's pidgeon-holed and to only think of people who could care less about all these things is the reason real gamers would rather play a game with proper balancing, like BF or CS. This is what I meant by taking the game seriously. All of these tiny things matter because it reflects how much the developers cared to present a well balanced true experience.
Admittedly, certain people only care about certain weapons in GunZ, but these people are probably only here on an ego trip or that of someone else's. And a free one at that. The International GunZ community quickly became a massive shit talking community that found common place in League of Legends (not surprising at all). It's funny, since DotA 1 requires people purchase Warcraft III: The Frozen Throne and since Counter-Strike is one of the games GunZ was based on with both being games that you have to pay for, that there was not surprisingly far less shit talking and rude idiotic behaviour in those games then there are in these ones (GunZ, LoL, DotA 2). The communities of DotA, CS and UT were essentially exclusive because you had to fork over the cash. This kept the unwilling scum away, but with no barrier they've arrived. Of course give any game enough time and it will become overrun with scum. The current DotA 1 scene, which created the League of Legends community, and the DotA 2 community (both trashy) are all terrible and the current state of GunZ when even the original GunZ was an interesting learning experience for all sorts of players with respect and fun all round has devolved into this rude pile of shit talker and hater shit. This in turn affects the development of game when the dev teams are picked from said community and I'm not saying anything negative about our CURRENT devs.
As a result there is but only 1 GunZ that has continued to develop at a good quality--that of Maiet's. Case and point GunZ 2, with all its problems. I do still however have hope for DRGunZ community as the devs here continue to turn blind eyes to the obvious unfair pandering certain gamers want for themselves. Even as a joke, to make light of obvious imbalance doesn't help when those around you might find it somewhat true and use it as a basis when push comes to shove (ie right now) and truthfully, even the people making the joke in the first place would only make it because they don't understand the reality of the situation or because they're not exposed to it, all whilst still not helping.
I digressed but it was important to get that across at some point before going on...
~
4.3'S WEAPON AND RING SYSTEM //not even close to done yet.
GunZ: The Duel International Edition
Aka IGunZ. Like I said above, the game was actually quite balanced even though shotguns unfairly reigned supreme devaluing all the other weapons as a result. So instead of "fixing DR" which at this point is something to do, it is harder than say simply modelling DR GunZ once again more closely after IGunZ and simply fixing IGunZ. But while we could fix IGunZ that would clearly be unfair to the playerbase used to the imbalance for all those years. I respect that slightly but not entirely, DR had even slightly better balancing overall for a time and so (for all those who truly know about how GunZ was developed from games like CS):
Every other 2 handed weapon in GunZ except shotguns will have their overall conceptual nerf of roughly 33% or more down, lowered to only something as high as a maximum of a 20% nerf.
Why?
Shotguns generally have a myriad of weights. You can have super light shotguns and superheavies (heavy ones are more common). If we were to balance the game realistically, shotguns would generally be heavier but incredibly weak at most ranges except virtually point blank (currently not the case) when facing armored targets. As a result the play would be to counter this by allowing shotgun users to wear lighter armour in general, have the lighter melee weapons equipped as well as less items like grenades or kits. Since however the shotguns are so incredibly effective their weights should reflect that in comparison to say rifles that would be used in GunZ at most ranges. This is where there's a problem with GunZ.
Infact in GunZ due to the realistic ranges present in the game the weapon of choice would be a carbine assault rifle or an assault rifle for acquisition and stopping power efficiency (speed of target decimation). If we look at any map and remove dashing and excessive tumbling, the weapon of choice all round would be a carbine assault rifle. For more extreme ranges we'd be using a higher power rifle like a battle rifle or long-gun (sniper rifles included). For closer ranges, the weapon of choice would be a sub machine gun emphasising overall stopping power over some sort of augmented pistol operation (in other words the choice would be PDWs) and semi-automatic (or fully automatic...) shotguns firing buck (no point using a pump action shotgun when the enemy has an automatic weapon. Shotguns are not easy to fire quickly repeatedly)
So what about the effectivity of a shotgun's in air pellet spread and the width of that?
Well the correct term for what comes out of a shotgun is spray.
Every time a shotgun fires SHOT (buckshot) it is like it has fired a quick press of a spray bottle you use to mist plants and "spray" Windex. The term spray is used to define the in air travel of multiple particles in a grouped flight between source and target. Therefore this defines things like shotguns and extremely fast firing weapons that shoot their magazines as if they were firing all of them as "shot" or "buckshot" (Ingram MAC-11). When a target has been hit by spray the result on the target left behind is a spread pattern.
Most automatic weapons do not spray (semi automatic shotguns spray). They never spray when used normally or even "improperly or with bad aim". Bad aim is just bad aim. A spray does not accurately define someone who uses a rifle or machine gun but rather someone who uses a shotgun. You can talk about a spray of bullets but it is what we call an exaggeration. While it is possible to create a spray of bullets you would effectively need a wall of people firing bullets like say a firing squad.
Moving on, the shotgun spray does increase it's hit capacity (chance of hitting a target) but the spray of a shotgun in GunZ is actually far too wide compared to the realistic spray of a shotgun. We could change it now even if we've had it this way for 9 years. 10 for some. We try to equate GunZ as a game that shoots something like military double-O buck. Few pellets in the shot, high damage (like a weak pistol round. Smaller wound channels, less penetration).
Rifles in comparison have much more force behind them be they assault, carbine, battle rifle, sniper rifle. Carbine assault rifles can have 4 to 10 times as much force compared to #1 buck pellet. That's right. 4 to 6. And that's just carbines. The spread of rifles of course in GunZ after fully automatic fire is a tighter mess than shotguns. There's also a very tiny bit of vertical recoil in GunZ.
It only gets higher the more you look at rifles in general. There's a reason they're the standard military ground troop weapon. So when I said rifles were nerfed by a value of 33% I was being generous. Most of the rifle class weapons in Counter-Strike and Battlefield actually do more than 40 HP damage. The nerfing is something close to 50% or more in IGunZ and even here.
In GunZ, shotgun fire is probably #1 Buckshot or something close to that with no choke (hence the incredibly high unrealistic spread). As "useful" as it seems it is totally unrealstically bullshit. When people say you don't have to aim with shotguns in GunZ, what they mean is that the spread is so horribly wide that you don't have to put nearly as much effort into hitting a target as you would with any non shotgun type weapon (infact if you miss with a shotgun, something is wrong with you, the enemy is up in your grill dancing around at point blank range or they're in and out of cover too fast for you to shoot).
12 Pellets and 8 damage with the level 0 shotgun. 96 damage overall. Realistic damage yes. You can survive a shotgun shot. The pellets are small and they'll chop right through you but punctured lungs are bad for your health and hearts don't like pellets either. Armor factor is a thing. It's a rough fatality value. Obviously at 9 damage a pellet we're post 100 damage. The way armor works in GunZ is of a depletion concept. You get points and then once you're out you're unarmored and ready to die. OK you get it, shotguns do way too much damage in comparison to rifles. Where should their weight be?
Raise them all. If a shotgun is super effective it's because it's a really good shotgun firing a well matched buckshot. A heavy duty sturdy machine. For the record most assault rifles are lighter than most shotguns due the clunkyness of the mechanism required to load shotgun shells and those massively heavy barrels needed to not be destroyed from the buck bouncing and sliding off of that choked tube. What else should we do with shotguns? Decrease that spread a bit. It really is a joke how much spread shotguns have right now and if we tighten it, people will start to feel the pain others feel when trying to hit moving targets especially those in GunZ. Anything else we should do to shotguns? When all the guns are getting a damage buff (except revolvers and single revs and sniper rifles), we exclude shotguns and leave them where they are. We also lower the weight of the weapons that should be the most effective: Rifles and Smgs. And we make sure to keep the weight of handguns extremely low.
Here's some ballistics damage comparisons (math time):
(I'm not making this up)
#1 Buckshot pellet impact velocity of 1337ft/s
MOMENTUM ? (407.5 m/s) * 2.62 g = 1.06765 N⋅s [m⋅kg/s]
KINETIC ENERGY ? (((407.5 m/s) ^ 2) * 2.62 g) / 2 =
>217.53 J< [kg⋅m2⋅s−2]
.45 ACP JHP (Jacketed Hollow Point bullet for handguns)
KINETIC ENERGY ?
>>614 J<<
http://en.wikipedia.org/wiki/.45_ACP
5.56×45mm NATO DM11 FMJBT (Steel-Core Euro NATO rifle round)
KINETIC ENERGY ?
>>>>1,796 J<<<<
IKR?
//to be continued
Peace
DRGunZ as of 4.2 (or 1.2, whatever you wanna call it) is atleast up. The dev teams essentially undid the damage of horrible 100% equality patch (A perfect example of how to take a concept way too far). That said 4.2 is better but it still needs alot of work. Balancing is just 1 of the things again needs to be worked on but the non developers are generally (mostly) too busy or lazy to actually take a serious look at what needs to be changed to what, why, and then deal with all the trolls that are sure to amass threads like this on the same subject.
You've got your uneducated misinformed mass trolls and your evil seed trolls. The first is self explanatory, while the second are your classic ones which may have nothing better to do OR an ulterior motive that will serve to make things better for them (or their "friends" [bacterial scum]). These people know who they are and nobody wants to deal with them. Staff don't have to worry about them because of the intimidation factor but they are numerous and unavoidable. "You don't think I do this for my country?". The uninformed masses could learn something if they just listened. If they listened (read) they'd no longer be trolls but it's those who don't listen who end up being the continual part of the problem. To everyone else, I hope we can have a good discussion about the overarching balance concepts of 4.2 and what needs to be implemented in 4.3 without shying away from anything or changing the subject for your own impatient benefits. We'll get through everything in due time and save DR.
Let's actually get started then...
4.2s BALANCING PROBLEMS
Where to start? Anywhere. So I'll pick something that matters to everyone. The overall HP AP values of all the players.
Look, GunZ incorporates leveling so this should vary and increase as it goes up. The differences should be grander so that leveling is atleast noticeable but not to the point that questing to 99 becomes the end all be all factor of GunZ. Of course the player alone is a multitude of concepts, from skill, weapons, hp/ap, connection, controls, PC specs and how their level affects their potential hp/ap weapons items but since the level of the items people use matters, we should reward people for leveling by atleast making the previous weapons obsolete in almost every way. (including looks, which is another problem. Some of the weapons are so ugly that it just doesn't matter what level it is, some of you don't want to wear them. This game has become somewhat of a joke now visually. You've just got a bunch of clowns running around wearing all sorts of weird stuff that takes away from the game's setting and overall vibe)
Currently things are highly equal, but not like the old GunZs we used to play though partially imbalanced, atleast had an idea of balance continued throughout as well as adequate in-class VARIATION.
A lack of variety is one of the problems here. We need weight tiers (for rings [light, normal, heavy] and weapons) and concept change ups (delay AND damage change ups with weight play for as well for more variance). We are the characters here, so lets put some of the "creativity" into the weapon and item selection and not just "the basic set at level 50 and how colourful you can make your clown" etc.
Sigh, I guess it's time for an incredibly detailed example...
Aneila's current level 65 gear set not including the incredibly good fashion I have selected [lol] (screw you, especially you ugly people. You can't even spell fashion even after reading it here. Go put on your clown outfits)
Code:
Health Points: 118
Armour Points: 106
Total Weight: 58/100
Ring 1: "Equality Ring" (Level 0, HP 9, AP 53, Weight 10),
Ring 2: "Equality Ring"
Melee: "Steampunk Kodachi" (Kodachi. Level 65, Damage 21, Delay 260ms, Weight 10)
Gun Slot 1: "Scar" (Assault Rifle. Level 65, Damage 19, Delay 100ms, Rounds 36, Magazines 5, Weight 12)
Gun Slot 2: "Cru x2" (Revolvers Akimbo. Level 65, Damage 48, Delay 450ms, Rounds 6, Magazines 6, Weight 8)
Item Slot 1: "Bulletkit" (Extra Magazine. Level 50, Delay 1000, Rounds 3, Weight 4)
Item Slot 2: "Bulletkit"
Odd isn't it? (screw you, idiots) I mean the fact that it's only 58/100 weight. In IGunZ and the old DRGunZ, with the best rings for your level, you would be struggling and unable to stay under 100/100, (hence the beauty of rings that added extra weight points and the need for rings that gave you less HP/AP but weighed less). But wait, before we get into the seemingly obvious solution of just making everything weigh more we have to look at the fact that in the original GunZ and old DR, fights lasted longer because there was more HP/AP to work with and also, "Anti-Lead" didn't exist (people still have the definition of "leading" wrong).
So all round we need more HP/AP in general to work with and way more rings. All the weights probably need to go up on all things somewhat and we need to start capping our weights with equipping gear being almost a game in itsself. Since the clothes we wear are of 0 weight/importance now, the rings become the concept of a full set of armor. Adjust that as necessary (How to do this? Hypothetical gearsets. Make it like the old DR where we had multiple ring types and way more rings). Meds for example, should be "almost unwearable" (something needs to be sacrificed) or completely unwearable with the best set of rings/gear and say dual shotguns (a staple due to the fact that they're
There were always 2 kinds of styles in GunZ. How you played and what your gear set was. The latter was equally, if not more, important due to the diversity, complexity and actual gameplay of just figuring out what armor to put on and how to have it all fit. One benefit of the PServers was supposed to be "you don't have to look shitty while figuring out your awesome, perfectly weighted, tailored-to-you gear set. This has become perverted and lapsed into "GunZ is just a shell of a real game with K-Style and you can wear anything you want on our PServer". It's pidgeon-holed and to only think of people who could care less about all these things is the reason real gamers would rather play a game with proper balancing, like BF or CS. This is what I meant by taking the game seriously. All of these tiny things matter because it reflects how much the developers cared to present a well balanced true experience.
Admittedly, certain people only care about certain weapons in GunZ, but these people are probably only here on an ego trip or that of someone else's. And a free one at that. The International GunZ community quickly became a massive shit talking community that found common place in League of Legends (not surprising at all). It's funny, since DotA 1 requires people purchase Warcraft III: The Frozen Throne and since Counter-Strike is one of the games GunZ was based on with both being games that you have to pay for, that there was not surprisingly far less shit talking and rude idiotic behaviour in those games then there are in these ones (GunZ, LoL, DotA 2). The communities of DotA, CS and UT were essentially exclusive because you had to fork over the cash. This kept the unwilling scum away, but with no barrier they've arrived. Of course give any game enough time and it will become overrun with scum. The current DotA 1 scene, which created the League of Legends community, and the DotA 2 community (both trashy) are all terrible and the current state of GunZ when even the original GunZ was an interesting learning experience for all sorts of players with respect and fun all round has devolved into this rude pile of shit talker and hater shit. This in turn affects the development of game when the dev teams are picked from said community and I'm not saying anything negative about our CURRENT devs.
As a result there is but only 1 GunZ that has continued to develop at a good quality--that of Maiet's. Case and point GunZ 2, with all its problems. I do still however have hope for DRGunZ community as the devs here continue to turn blind eyes to the obvious unfair pandering certain gamers want for themselves. Even as a joke, to make light of obvious imbalance doesn't help when those around you might find it somewhat true and use it as a basis when push comes to shove (ie right now) and truthfully, even the people making the joke in the first place would only make it because they don't understand the reality of the situation or because they're not exposed to it, all whilst still not helping.
I digressed but it was important to get that across at some point before going on...
~
4.3'S WEAPON AND RING SYSTEM //not even close to done yet.
GunZ: The Duel International Edition
Aka IGunZ. Like I said above, the game was actually quite balanced even though shotguns unfairly reigned supreme devaluing all the other weapons as a result. So instead of "fixing DR" which at this point is something to do, it is harder than say simply modelling DR GunZ once again more closely after IGunZ and simply fixing IGunZ. But while we could fix IGunZ that would clearly be unfair to the playerbase used to the imbalance for all those years. I respect that slightly but not entirely, DR had even slightly better balancing overall for a time and so (for all those who truly know about how GunZ was developed from games like CS):
Every other 2 handed weapon in GunZ except shotguns will have their overall conceptual nerf of roughly 33% or more down, lowered to only something as high as a maximum of a 20% nerf.
Why?
Shotguns generally have a myriad of weights. You can have super light shotguns and superheavies (heavy ones are more common). If we were to balance the game realistically, shotguns would generally be heavier but incredibly weak at most ranges except virtually point blank (currently not the case) when facing armored targets. As a result the play would be to counter this by allowing shotgun users to wear lighter armour in general, have the lighter melee weapons equipped as well as less items like grenades or kits. Since however the shotguns are so incredibly effective their weights should reflect that in comparison to say rifles that would be used in GunZ at most ranges. This is where there's a problem with GunZ.
Infact in GunZ due to the realistic ranges present in the game the weapon of choice would be a carbine assault rifle or an assault rifle for acquisition and stopping power efficiency (speed of target decimation). If we look at any map and remove dashing and excessive tumbling, the weapon of choice all round would be a carbine assault rifle. For more extreme ranges we'd be using a higher power rifle like a battle rifle or long-gun (sniper rifles included). For closer ranges, the weapon of choice would be a sub machine gun emphasising overall stopping power over some sort of augmented pistol operation (in other words the choice would be PDWs) and semi-automatic (or fully automatic...) shotguns firing buck (no point using a pump action shotgun when the enemy has an automatic weapon. Shotguns are not easy to fire quickly repeatedly)
So what about the effectivity of a shotgun's in air pellet spread and the width of that?
Well the correct term for what comes out of a shotgun is spray.
Every time a shotgun fires SHOT (buckshot) it is like it has fired a quick press of a spray bottle you use to mist plants and "spray" Windex. The term spray is used to define the in air travel of multiple particles in a grouped flight between source and target. Therefore this defines things like shotguns and extremely fast firing weapons that shoot their magazines as if they were firing all of them as "shot" or "buckshot" (Ingram MAC-11). When a target has been hit by spray the result on the target left behind is a spread pattern.
Most automatic weapons do not spray (semi automatic shotguns spray). They never spray when used normally or even "improperly or with bad aim". Bad aim is just bad aim. A spray does not accurately define someone who uses a rifle or machine gun but rather someone who uses a shotgun. You can talk about a spray of bullets but it is what we call an exaggeration. While it is possible to create a spray of bullets you would effectively need a wall of people firing bullets like say a firing squad.
Moving on, the shotgun spray does increase it's hit capacity (chance of hitting a target) but the spray of a shotgun in GunZ is actually far too wide compared to the realistic spray of a shotgun. We could change it now even if we've had it this way for 9 years. 10 for some. We try to equate GunZ as a game that shoots something like military double-O buck. Few pellets in the shot, high damage (like a weak pistol round. Smaller wound channels, less penetration).
Rifles in comparison have much more force behind them be they assault, carbine, battle rifle, sniper rifle. Carbine assault rifles can have 4 to 10 times as much force compared to #1 buck pellet. That's right. 4 to 6. And that's just carbines. The spread of rifles of course in GunZ after fully automatic fire is a tighter mess than shotguns. There's also a very tiny bit of vertical recoil in GunZ.
It only gets higher the more you look at rifles in general. There's a reason they're the standard military ground troop weapon. So when I said rifles were nerfed by a value of 33% I was being generous. Most of the rifle class weapons in Counter-Strike and Battlefield actually do more than 40 HP damage. The nerfing is something close to 50% or more in IGunZ and even here.
In GunZ, shotgun fire is probably #1 Buckshot or something close to that with no choke (hence the incredibly high unrealistic spread). As "useful" as it seems it is totally unrealstically bullshit. When people say you don't have to aim with shotguns in GunZ, what they mean is that the spread is so horribly wide that you don't have to put nearly as much effort into hitting a target as you would with any non shotgun type weapon (infact if you miss with a shotgun, something is wrong with you, the enemy is up in your grill dancing around at point blank range or they're in and out of cover too fast for you to shoot).
12 Pellets and 8 damage with the level 0 shotgun. 96 damage overall. Realistic damage yes. You can survive a shotgun shot. The pellets are small and they'll chop right through you but punctured lungs are bad for your health and hearts don't like pellets either. Armor factor is a thing. It's a rough fatality value. Obviously at 9 damage a pellet we're post 100 damage. The way armor works in GunZ is of a depletion concept. You get points and then once you're out you're unarmored and ready to die. OK you get it, shotguns do way too much damage in comparison to rifles. Where should their weight be?
Raise them all. If a shotgun is super effective it's because it's a really good shotgun firing a well matched buckshot. A heavy duty sturdy machine. For the record most assault rifles are lighter than most shotguns due the clunkyness of the mechanism required to load shotgun shells and those massively heavy barrels needed to not be destroyed from the buck bouncing and sliding off of that choked tube. What else should we do with shotguns? Decrease that spread a bit. It really is a joke how much spread shotguns have right now and if we tighten it, people will start to feel the pain others feel when trying to hit moving targets especially those in GunZ. Anything else we should do to shotguns? When all the guns are getting a damage buff (except revolvers and single revs and sniper rifles), we exclude shotguns and leave them where they are. We also lower the weight of the weapons that should be the most effective: Rifles and Smgs. And we make sure to keep the weight of handguns extremely low.
Here's some ballistics damage comparisons (math time):
(I'm not making this up)
#1 Buckshot pellet impact velocity of 1337ft/s
MOMENTUM ? (407.5 m/s) * 2.62 g = 1.06765 N⋅s [m⋅kg/s]
KINETIC ENERGY ? (((407.5 m/s) ^ 2) * 2.62 g) / 2 =
>217.53 J< [kg⋅m2⋅s−2]
.45 ACP JHP (Jacketed Hollow Point bullet for handguns)
KINETIC ENERGY ?
>>614 J<<
http://en.wikipedia.org/wiki/.45_ACP
5.56×45mm NATO DM11 FMJBT (Steel-Core Euro NATO rifle round)
KINETIC ENERGY ?
>>>>1,796 J<<<<
IKR?
//to be continued
Peace
Last edited: