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29-03-2012, 01:52 PM | Post: #121
Offline Healin4ev3r 
(29-03-2012 01:40 PM)CropedFrag Wrote:  suicide bug :/ not so good.

newb... not so good.

Here, lemme enlight you :


(09-01-2012 11:53 PM)perfected2kill Wrote:  Boo Hoo! to the OB kid that understands nothing, the respawn time was originally 5 sec but after medics got their shock paddles everyone complained that they did not have enough time to revive players, so the dev's increased the time from 5 to 10 seconds to give medics more time to revive down team mates but still allowed players to spawn back faster if they choose.

Secondly, you are not dying twice, only once since when you are shot down (what most players call dead or killed) you are actually man down,badly injured or combat ineffective (pick one).This is why medics can bring you back to life and why DMT is not triggered until the countdown finishes.

Or until you suicide and speed up the timer to drop DMT faster, this is also the reason why players who choose to suicide can not be revived by medics because you are officially dead.

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Honey Badger
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29-03-2012, 01:55 PM | Post: #122
Offline CropedFrag 
I guess I learn everyday.

But you still loose those 10 points right?
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29-03-2012, 01:57 PM | Post: #123
Offline Healin4ev3r 
(29-03-2012 01:55 PM)CropedFrag Wrote:  I guess I learn everyday.

But you still loose those 10 points right?

Yes, but that have never been a problem Wink

Now stop derailing this thread and focus on the main topic. I hope that this problem will be concerned right after the pistol/shotty nerf.

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Honey Badger
PTFO
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29-03-2012, 02:25 PM | Post: #124
Offline St0mpy 
(28-03-2012 04:56 AM)Healin4ev3r Wrote:  
(27-03-2012 08:38 AM)TaxManD Wrote:  Well, to be fair, they never stated the damage in the config should be exactly like how it is in game, Maybe we were too hasty when we considered what we've found in the game files should reflect exactly in the game :>. I don't think this is a problem or bug, it's just the way they design it, I'm sure they have special modifiers that we're not supposed to find out, or shall we? Tongue

even if the system was designed that way ( hope it wasn't ), according to St0mpy's test result, barrels that increase weapon's range actually have no effects, which is obviously NOT the way EAsy designed it.

no no thats not correct ... it did have an effect, just was a bit short of the mark

MP5 +3 & Stand off barrel should give medium range figures to 55m, but i had to step back down to 48m before i started to see non long range range figures
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29-03-2012, 02:32 PM | Post: #125
Offline ay.j.eng 
(29-03-2012 12:39 PM)wtfwtf Wrote:  
(29-03-2012 11:22 AM)ay.j.eng Wrote:  To me, it sounds like working as expected. Damage falloff based on distance is better than doing random damage based on min-max for the range.

EDIT: Btw, that playlist shows "This playlist is private" for me.

Well yeah, i agree with that, it would be better, but then again that doesn't explain where the inexistant numbers come from, other than that maybe only initialMinDamage & longMaxDamage are used right now, and the actual Drop Off is calculated.

Nonetheless, it's not working correctly i think...we sometimes did really different damages on the same ranges as well as hitting higher damages on longer range, which is the reverse of what it should do, in case it exists.

Well, someone mentioned that BF2 had other modifiers for the damage like the angle of the bullet hit etc. So I would still say it's working as expected. Makes the game more interesting and "realistic" instead of just 3 simple damage ranges.

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29-03-2012, 03:09 PM | Post: #126
Offline Solid 
(29-03-2012 01:52 PM)Healin4ev3r Wrote:  
(29-03-2012 01:40 PM)CropedFrag Wrote:  suicide bug :/ not so good.

newb... not so good.

Here, lemme enlight you :


(09-01-2012 11:53 PM)perfected2kill Wrote:  Boo Hoo! to the OB kid that understands nothing, the respawn time was originally 5 sec but after medics got their shock paddles everyone complained that they did not have enough time to revive players, so the dev's increased the time from 5 to 10 seconds to give medics more time to revive down team mates but still allowed players to spawn back faster if they choose.

Just a single word: nope Rolleyes

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30-03-2012, 06:46 AM | Post: #127
Offline Healin4ev3r 
(29-03-2012 02:25 PM)St0mpy Wrote:  no no thats not correct ... it did have an effect, just was a bit short of the mark

MP5 +3 & Stand off barrel should give medium range figures to 55m, but i had to step back down to 48m before i started to see non long range range figures

So the effect is still much lower than expected, right?

(29-03-2012 02:32 PM)ay.j.eng Wrote:  
(29-03-2012 12:39 PM)wtfwtf Wrote:  
(29-03-2012 11:22 AM)ay.j.eng Wrote:  To me, it sounds like working as expected. Damage falloff based on distance is better than doing random damage based on min-max for the range.

EDIT: Btw, that playlist shows "This playlist is private" for me.

Well yeah, i agree with that, it would be better, but then again that doesn't explain where the inexistant numbers come from, other than that maybe only initialMinDamage & longMaxDamage are used right now, and the actual Drop Off is calculated.

Nonetheless, it's not working correctly i think...we sometimes did really different damages on the same ranges as well as hitting higher damages on longer range, which is the reverse of what it should do, in case it exists.

Well, someone mentioned that BF2 had other modifiers for the damage like the angle of the bullet hit etc. So I would still say it's working as expected. Makes the game more interesting and "realistic" instead of just 3 simple damage ranges.

I don't think this problem has been here since BF2. If I remember it correctly, before the weapon customization system arrives, damage shown in the files were the same as what you get from the weapon. My M249 always did 30-32 damage per short range hit like in its file. The customization system must have messed this up.

(29-03-2012 03:09 PM)Solid Wrote:  
(29-03-2012 01:52 PM)Healin4ev3r Wrote:  
(29-03-2012 01:40 PM)CropedFrag Wrote:  suicide bug :/ not so good.

newb... not so good.

Here, lemme enlight you :


(09-01-2012 11:53 PM)perfected2kill Wrote:  Boo Hoo! to the OB kid that understands nothing, the respawn time was originally 5 sec but after medics got their shock paddles everyone complained that they did not have enough time to revive players, so the dev's increased the time from 5 to 10 seconds to give medics more time to revive down team mates but still allowed players to spawn back faster if they choose.

Just a single word: nope Rolleyes

What's wrong with that Rolleyes Huh

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Honey Badger
PTFO
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01-04-2012, 07:34 PM | Post: #128
Online strangers123 
All videos now up

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02-04-2012, 01:53 AM | Post: #129
Offline St0mpy 
(30-03-2012 06:46 AM)Healin4ev3r Wrote:  
(29-03-2012 02:25 PM)St0mpy Wrote:  no no thats not correct ... it did have an effect, just was a bit short of the mark

MP5 +3 & Stand off barrel should give medium range figures to 55m, but i had to step back down to 48m before i started to see non long range range figures

So the effect is still much lower than expected, right?

correct, there is slippage in both damage values and range values
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04-04-2012, 11:40 AM | Post: #130
Offline Healin4ev3r 
with shotguns and pistols get nerfed, time to bump this thread and wait for a clear answer Exclamation

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Honey Badger
PTFO
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19-04-2012, 06:20 PM | Post: #131
Offline roennel 
[Image: 52466bump_car_crash.jpg]

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20-04-2012, 12:19 AM | Post: #132
Offline Healin4ev3r 
I've figured out that the way we calculate damage depend on range and max/min damage indexes right now is totally wrong.

intialMax/mindamage are actually max/min damage at 0m, mediummax/min are damage at medium range divider, longmax/min damage apply for any target from long range divider to infinitive. Damage slowly drop between 0m-med range divider and med range divider->long range divider. I should make a new thread about this soon, after drawing some damage chart with paper and pencils Tongue

wtfwtf you should think about redo the whole damage part in the toll soon lol.

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Honey Badger
PTFO
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20-04-2012, 12:24 AM | Post: #133
Offline roennel 
(20-04-2012 12:19 AM)Healin4ev3r Wrote:  wtfwtf you should think about redo the whole damage part in the toll soon lol.

I will, but only once i actually know how lol...

but it looks like you're on a good way of finding outShy pm me when you think you got it so i can setup something on the development version.

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20-04-2012, 01:05 AM | Post: #134
Offline wodzumc 
Probably similar problem:
Sometimes I have problem with attachments on UMP(soft point ammo and stand-off barrel) looks like the not work together all the time:
I get damage for ammo but no range from barrel or I get range from barrel and damage like in default UMP.
Today I hit guy for around 40m first shot - I got 12 damage then he went two steps from me and got 20 damage for second bodyshot and kill.

(This post was last modified: 20-04-2012 01:18 AM by wodzumc.)
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20-04-2012, 03:30 AM | Post: #135
Offline [ANC]_INk-Z 
HAHAHAHAHAHAHA

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21-04-2012, 05:52 PM | Post: #136
Offline roennel 
Alpha Charts for this new Damage Systems are up:
http://bfp4ftooldev.alchemical.cc/en/compare

or v2 (from Sforek, include Attachment Compatibility):
http://bfp4f.alchemical.ch/en/compare

Thanks to Healin4ev3r for the Info on the System.

It's not the final layout, but it's pretty hard to display.

(They are under the 'old' Damage Charts)

(This post was last modified: 22-04-2012 01:33 AM by roennel.)
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21-04-2012, 06:02 PM | Post: #137
Offline TaxmanB 
(21-04-2012 05:52 PM)wtfwtf Wrote:  Alpha Charts for this new Damage Systems are up:
http://bfp4ftooldev.alchemical.cc/en/compare

Thanks to Healin4ev3r for the Info on the System.

It's not the final layout, but it's pretty hard to display.

(They are under the 'old' Damage Charts)
Yup, the new damages seem to make more sense. Good work guys Smile

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22-04-2012, 01:06 AM | Post: #138
Offline Healin4ev3r 
^ yea pretty hard to display, but new chart system is showing the damage correctly Smile

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Honey Badger
PTFO
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22-04-2012, 01:27 AM | Post: #139
Offline road-runn3r 
(21-04-2012 05:52 PM)wtfwtf Wrote:  Alpha Charts for this new Damage Systems are up:
http://bfp4ftooldev.alchemical.cc/en/compare

Thanks to Healin4ev3r for the Info on the System.

It's not the final layout, but it's pretty hard to display.

(They are under the 'old' Damage Charts)

Nice job guys! Keep it up.

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22-04-2012, 06:39 AM | Post: #140
Offline Healin4ev3r 
new charts is on the main version of the toll now. Link updated.

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Honey Badger
PTFO
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