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[Weapons] that need a nerf. (35+ sigs)
[Weapons] that need a nerf. (35+ sigs) |
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26-05-2012, 12:27 PM |
Post: #101
Itazura
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/sign
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26-05-2012, 01:08 PM |
Post: #102
SuperEdsel13
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/sign
If I could have a say, then just pull all usas out of bp4f. "I am mystery, and mystery be me." ~ Unknown |
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26-05-2012, 07:45 PM |
Post: #103
Sakke
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/Sign
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07-06-2012, 11:56 AM |
Post: #104
thebeast2113
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/sign i agree ver much on this
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08-06-2012, 11:22 AM |
Post: #105
Foux
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Disagree! mb we should nerf med guns, coz meds dun nned realod so often as my SVU-A...almost forgot about mp-7 and most part of engineer guns,that are too accurate, it cold be better than VSS if it could have scope. And about shotguns, how do u think, if i will shoot in u from 2-5 meters from usas, saiga or any other shotgun, you still could do smth to me?? cmon stop that, just be more careful and dun rush (if youre not using shotgun). In my opinion, only boosters should be nerfed coz of bringin disbalance in game.
(This post was last modified: 08-06-2012 11:23 AM by Foux.)
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09-06-2012, 11:18 PM |
Post: #106
PocketRockets
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/sign
Especially for the grenades. A normal grenade is close to useless. Even when throwing them tactically you need the luck that it explodes at the feet of a soldier. With boosted grenades you even die when sprinting away on a grenade awareness, even with 105 hitpoints. |
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10-06-2012, 12:00 AM |
Post: #107
PocketRockets
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About the grenade boosters, I saw a post in another thread, posted by BuckRaven (http://battlefield.play4free.com/en/foru...id853106), giving the following information:
Grenade: ObjectTemplate.detonation.explosionMaterial 69 ObjectTemplate.detonation.explosionRadius 5 ObjectTemplate.detonation.hotSpotRadiusPercent 0.2 ObjectTemplate.detonation.explosionForce 8 ObjectTemplate.detonation.explosionDamage 100 ObjectTemplate.detonation.maxDepthForExplosion 2 Grenade-booster: ObjectTemplate.upgradeWeapon.detonationCompExplosionRadiusMod 3 ObjectTemplate.upgradeWeapon.detonationCompHotSpotRadiusPercentMod 0.7 ObjectTemplate.upgradeWeapon.detonationCompExplosionDamageMod 50 which should mean that normal grenades have a damage radius of 5, and a max-damage radius of 1. For boosted grenades the radius is 8, and the max-damage radius is 7.2. In practice this means that the actual max-damage area of boosted grenades is 2 times higher than the total area in which normal grenades do any damage (51 square units vs 25 square units). This is indeed rediculus. I would suggest something like this: - normal grenades: total radius: between 5 and 5.5, max-damage radius: between 2 and 2.5 - boosted grenades: total radius 7, max-damage radius: 3 (- boosted grenades doing like 25% more damage to vehicles than the normal grenades) So the main point is that the radius of maximal damage of boosted grenades is now way too high, it is unproportionally high to the total damage radius. I think the relation between the total damage radius and the max-damage radius should be about the same for both normal and boosted grenades. (This post was last modified: 10-06-2012 12:02 AM by PocketRockets.) |
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10-06-2012, 12:08 AM |
Post: #108
HavocPrime
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/sign Do It
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10-06-2012, 09:27 AM |
Post: #109
JoniGSG
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/sign
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10-06-2012, 11:33 AM |
Post: #110
hitman555
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F:U:C:K SERBIA BOSNIA ROCKS
(This post was last modified: 10-06-2012 11:33 AM by hitman555.) |
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10-06-2012, 02:22 PM |
Post: #111
Pannenfahrer
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10-06-2012, 05:08 PM |
Post: #112
hitman555
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(10-06-2012 02:22 PM)Pannenfahrer Wrote:(10-06-2012 11:33 AM)hitman555 Wrote: F:U:C:K SERBIA BOSNIA ROCKS Sorry did your state get a genocide from Serbia mine did
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10-06-2012, 05:25 PM |
Post: #113
JuniorJr
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/sign Although the USAS needs A SMALL Nerf.
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