Bienvenue, Visiteur !
Damage, range of weapons in BFP4F and their mechanic |
|
29-03-2012, 01:52 PM |
Message : #121
Healin4ev3r
|
(29-03-2012 01:40 PM)CropedFrag a écrit : suicide bug :/ not so good. newb... not so good. Here, lemme enlight you : (09-01-2012 11:53 PM)perfected2kill a écrit : 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. |
|
29-03-2012, 01:55 PM |
Message : #122
CropedFrag
|
|
I guess I learn everyday.
But you still loose those 10 points right? |
|
29-03-2012, 01:57 PM |
Message : #123
Healin4ev3r
|
(29-03-2012 01:55 PM)CropedFrag a écrit : I guess I learn everyday. Yes, but that have never been a problem ![]() 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. |
|
29-03-2012, 02:25 PM |
Message : #124
St0mpy
|
(28-03-2012 04:56 AM)Healin4ev3r a écrit :(27-03-2012 08:38 AM)TaxManD a écrit : 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? 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 ![]() |
|
29-03-2012, 02:32 PM |
Message : #125
ay.j.eng
|
(29-03-2012 12:39 PM)wtfwtf a écrit :(29-03-2012 11:22 AM)ay.j.eng a écrit : 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. 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. |
|
29-03-2012, 03:09 PM |
Message : #126
Solid
|
(29-03-2012 01:52 PM)Healin4ev3r a écrit :(29-03-2012 01:40 PM)CropedFrag a écrit : suicide bug :/ not so good. Just a single word: nope
|
|
30-03-2012, 06:46 AM |
Message : #127
Healin4ev3r
|
(29-03-2012 02:25 PM)St0mpy a écrit : no no thats not correct ... it did have an effect, just was a bit short of the mark So the effect is still much lower than expected, right? (29-03-2012 02:32 PM)ay.j.eng a écrit :(29-03-2012 12:39 PM)wtfwtf a écrit :(29-03-2012 11:22 AM)ay.j.eng a écrit : 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. 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 a écrit :(29-03-2012 01:52 PM)Healin4ev3r a écrit :(29-03-2012 01:40 PM)CropedFrag a écrit : suicide bug :/ not so good. What's wrong with that
|
|
01-04-2012, 07:34 PM |
Message : #128
strangers123
|
|
All videos now up
|
|
02-04-2012, 01:53 AM |
Message : #129
St0mpy
|
(30-03-2012 06:46 AM)Healin4ev3r a écrit :(29-03-2012 02:25 PM)St0mpy a écrit : no no thats not correct ... it did have an effect, just was a bit short of the mark correct, there is slippage in both damage values and range values ![]() |
|
04-04-2012, 11:40 AM |
Message : #130
Healin4ev3r
|
|
with shotguns and pistols get nerfed, time to bump this thread and wait for a clear answer
|
|
19-04-2012, 06:20 PM |
Message : #131
roennel
|
|
|
20-04-2012, 12:19 AM |
Message : #132
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 ![]() wtfwtf you should think about redo the whole damage part in the toll soon lol. |
|
20-04-2012, 12:24 AM |
Message : #133
roennel
|
(20-04-2012 12:19 AM)Healin4ev3r a écrit : 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 out pm me when you think you got it so i can setup something on the development version.
|
|
20-04-2012, 01:05 AM |
Message : #134
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. |
|
20-04-2012, 03:30 AM |
Message : #135
AfdsasZ
|
|
HAHAHAHAHAHAHA
|
|
21-04-2012, 05:52 PM |
Message : #136
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) |
|
21-04-2012, 06:02 PM |
Message : #137
TaxmanB
|
(21-04-2012 05:52 PM)wtfwtf a écrit : Alpha Charts for this new Damage Systems are up:Yup, the new damages seem to make more sense. Good work guys
|
|
22-04-2012, 01:06 AM |
Message : #138
Healin4ev3r
|
|
^ yea pretty hard to display, but new chart system is showing the damage correctly
|
|
22-04-2012, 01:27 AM |
Message : #139
road-runn3r
|
(21-04-2012 05:52 PM)wtfwtf a écrit : Alpha Charts for this new Damage Systems are up: Nice job guys! Keep it up. |
|
22-04-2012, 06:39 AM |
Message : #140
Healin4ev3r
|
|
new charts is on the main version of the toll now. Link updated.
|





![[Image: signaturestompognew6.png]](http://imageshack.us/a/img217/6139/signaturestompognew6.png)

![[Image: solidssignatureheader.png]](http://img819.imageshack.us/img819/8629/solidssignatureheader.png)
![[Image: button01m.png]](http://img24.imageshack.us/img24/1212/button01m.png)
![[Image: button02g.png]](http://img193.imageshack.us/img193/3365/button02g.png)
![[Image: button03h.png]](http://img703.imageshack.us/img703/149/button03h.png)
![[Image: iamacommunitymod.png]](http://img688.imageshack.us/img688/4554/iamacommunitymod.png)
![[Image: t4g-blacklist_logo-3.png]](http://blacklist.tools4games.com/img/t4g-blacklist_logo-3.png)
pm me when you think you got it so i can setup something on the development version.
![[Image: syh2.png]](http://img703.imageshack.us/img703/9830/syh2.png)
![[Image: bfp4ftools_sharqi_serverbanner_s.png]](http://bfp4f.alchemical.ch/img/bfp4ftools_sharqi_serverbanner_s.png)