J
JustWats
Guest
- Thread Author
- #1
The current combat system is not enjoyable. You'll get players asking to tweak specific numbers on some of the mechanics, but it won't work.
I play Civil Protection, and I also have played Rebel for over a year. I have had 5 Rebel Characters over that timeline and all have had drastically different experiences.
I'm going to go into a little bit of a short run-down of how the combat system on this server works and then I'll move into specific points of contention and how they operate in the system individually.
A user can be rewarded, purchase, or craft a weapon. Rewards are typically the easiest route and they usually are not that rewarding because you are not expected to join instantly and be rewarded as a means to kill someone. Weapons can also be purchased, there are several mechanics for a player to obtain income. Extortion, selling, translating coupons to chips, objectives, expeditions, smuggling. This system is more time-consuming, however, it typically allows you to retain and maximize your resources. In addition, you can purchase weapons better than your ability to craft. The current levels are to make money, and the economy is in a good state. Crafting, there are several weapons to craft, and it is typically limited to things at a tier of just scrap weaponry. Crafting recently has been nerfed and many rebel players are unhappy with the level it has been reduced to. Crafted weapons are nothing special. It takes a good amount of time to obtain them, and the reality of them being effective is minimal. That is a good thing, however, creating obstacles and making them more difficult to get is not good.
The server utilizes a mix of ArcCW and also has some weapons that are Arc9. The weapon base has several different weapons, and we'll leave that variance of weapons for later. ArcCW overall has various configurations, it has attachments, and mechanics that are implemented. There are features like gun sway, aiming down sight, penetration of walls, rate of fire, damage values, differing ammunition types, bullet jamming times, and reload times. These are all variables that get tweaked when decisions are made with this base and balancing. I can imagine it is annoying. The firing overall is decent, although the enjoyment gets mitigated through some of the RPG systems that Willard implements. The stats system particularly draws back the experience while firing a weapon. This is something that has been ridiculed to death by rebel and cop players alike.
Systems involving a Weapon
The ballistics and impact of weapons get handled through some plugins. When you shoot a weapon in S2K here are some of the interacting features that it has to go through:
Weapon base configuration > Gun skill system > Distance damage handling > Agility dodge modifications > Critical damage handling > Damage mitigation from Armor penetration > Armor points pool > Armor repair system > Health points > Medical system > Bleedout system.
o The weapon base is not an issue, it has been tweaked and tested massively since its induction.
o Gun skill moves directly into the critical system. You get to do more damage based off factors like if you're injured and how many times you've fired your weapon at a target before.
o Distance damage has been drastically nerfed compared to before, most weapons like marksman rifles or carbines begin to have damage fall off at around 40 meters. Which is instead where they're most effective.
o Due to the agility skill, you have the chance to negate the effectiveness of bullets through dodging. This feature matters quite a bit and most of the time, becomes a factor of winning or losing that most people do not realize. If someone has 20 more speed skill points than you, they are able to dodge 40% more than you.
o The critical system is a bit weird, and due to its randomness it is difficult to detect. However, differing guns have different critical chances, and it is usually ranked by gun class, so pistol, smg, scrap, rifle, etc. These crits have been observed to do double or triple damage at differing points and do not work against the current armor system.
o Damage mitigation from armor is a newer feature. The way the armor system works, is you get a flat pool of X amount of armor points. While those armor points are active, you are able to take advantage of a weapon's penetration %. For example, a Uzi does 9 damage. If someone wears armor, they get full coverage from head-to-toe hitboxes. This means if the armor penetration is 55%, your weapon will only now do 45% damage. That means your gun now does 4 damage. You continue to do 4 damage until their armor is gone.
o The armor repair system, is easily abused and leads to drastically increase a time to kill due to the grey areas of the rules. It allows players to disengage from combat to an area where they are not contested. Repair their armor, and re-enter the fight. This essentially is recreating the same fight cyclically.
o The health points isn't really an issue. However, when working with the medical system. Your skills get reduced drastically for when your HP goes down. This isn't necessarily a bad feature and has been something that has been tested and tweaked to a currently good state.
o Medical and bleedout, there's not much to say here aside from the fact that players are able to recover from bleedout from another player healing. This isn't a bad thing, but it's worth noting due to the above.
The reason the current combat system feels bad is because of the amount of systems in place that tweak it. Predominantly, the new armor system creates a massively high time-to-kill. The most recent multi-party, massive firefight lasted either two or three hours. The armor repairs went into the triple digits. The only incapacitations from the main firefights were from well-placed grenades that go through armor. The reason the armor feels awful is because of the head-to-toe protection. You can shoot someone in the legs or the head that was completely well-flanked and clueless. An entire magazine from a UZI into the head, for them to just turn around, run away, repair their armor, and then re-engage you.
There are a few members who have spreadsheets, of several discrepancies in the guns, such as the AKM (not the scrap weapon), which does less damage then the USP per shot. Several members have conducted multiple tests with this armor system. I would like to hear from Combine and Rebel players on how they feel after it's been a few months of it's implementation.
My suggestion to immediately alleviate some of this is by adjusting the rules for using armor repairs for all parties or outright removing it in combat.
I play Civil Protection, and I also have played Rebel for over a year. I have had 5 Rebel Characters over that timeline and all have had drastically different experiences.
I'm going to go into a little bit of a short run-down of how the combat system on this server works and then I'll move into specific points of contention and how they operate in the system individually.
Obtaining a Weapon
A user can be rewarded, purchase, or craft a weapon. Rewards are typically the easiest route and they usually are not that rewarding because you are not expected to join instantly and be rewarded as a means to kill someone. Weapons can also be purchased, there are several mechanics for a player to obtain income. Extortion, selling, translating coupons to chips, objectives, expeditions, smuggling. This system is more time-consuming, however, it typically allows you to retain and maximize your resources. In addition, you can purchase weapons better than your ability to craft. The current levels are to make money, and the economy is in a good state. Crafting, there are several weapons to craft, and it is typically limited to things at a tier of just scrap weaponry. Crafting recently has been nerfed and many rebel players are unhappy with the level it has been reduced to. Crafted weapons are nothing special. It takes a good amount of time to obtain them, and the reality of them being effective is minimal. That is a good thing, however, creating obstacles and making them more difficult to get is not good.
Firing a Weapon
The server utilizes a mix of ArcCW and also has some weapons that are Arc9. The weapon base has several different weapons, and we'll leave that variance of weapons for later. ArcCW overall has various configurations, it has attachments, and mechanics that are implemented. There are features like gun sway, aiming down sight, penetration of walls, rate of fire, damage values, differing ammunition types, bullet jamming times, and reload times. These are all variables that get tweaked when decisions are made with this base and balancing. I can imagine it is annoying. The firing overall is decent, although the enjoyment gets mitigated through some of the RPG systems that Willard implements. The stats system particularly draws back the experience while firing a weapon. This is something that has been ridiculed to death by rebel and cop players alike.
Systems involving a Weapon
The ballistics and impact of weapons get handled through some plugins. When you shoot a weapon in S2K here are some of the interacting features that it has to go through:
Weapon base configuration > Gun skill system > Distance damage handling > Agility dodge modifications > Critical damage handling > Damage mitigation from Armor penetration > Armor points pool > Armor repair system > Health points > Medical system > Bleedout system.
o The weapon base is not an issue, it has been tweaked and tested massively since its induction.
o Gun skill moves directly into the critical system. You get to do more damage based off factors like if you're injured and how many times you've fired your weapon at a target before.
o Distance damage has been drastically nerfed compared to before, most weapons like marksman rifles or carbines begin to have damage fall off at around 40 meters. Which is instead where they're most effective.
o Due to the agility skill, you have the chance to negate the effectiveness of bullets through dodging. This feature matters quite a bit and most of the time, becomes a factor of winning or losing that most people do not realize. If someone has 20 more speed skill points than you, they are able to dodge 40% more than you.
o The critical system is a bit weird, and due to its randomness it is difficult to detect. However, differing guns have different critical chances, and it is usually ranked by gun class, so pistol, smg, scrap, rifle, etc. These crits have been observed to do double or triple damage at differing points and do not work against the current armor system.
o Damage mitigation from armor is a newer feature. The way the armor system works, is you get a flat pool of X amount of armor points. While those armor points are active, you are able to take advantage of a weapon's penetration %. For example, a Uzi does 9 damage. If someone wears armor, they get full coverage from head-to-toe hitboxes. This means if the armor penetration is 55%, your weapon will only now do 45% damage. That means your gun now does 4 damage. You continue to do 4 damage until their armor is gone.
o The armor repair system, is easily abused and leads to drastically increase a time to kill due to the grey areas of the rules. It allows players to disengage from combat to an area where they are not contested. Repair their armor, and re-enter the fight. This essentially is recreating the same fight cyclically.
o The health points isn't really an issue. However, when working with the medical system. Your skills get reduced drastically for when your HP goes down. This isn't necessarily a bad feature and has been something that has been tested and tweaked to a currently good state.
o Medical and bleedout, there's not much to say here aside from the fact that players are able to recover from bleedout from another player healing. This isn't a bad thing, but it's worth noting due to the above.
The reason the current combat system feels bad is because of the amount of systems in place that tweak it. Predominantly, the new armor system creates a massively high time-to-kill. The most recent multi-party, massive firefight lasted either two or three hours. The armor repairs went into the triple digits. The only incapacitations from the main firefights were from well-placed grenades that go through armor. The reason the armor feels awful is because of the head-to-toe protection. You can shoot someone in the legs or the head that was completely well-flanked and clueless. An entire magazine from a UZI into the head, for them to just turn around, run away, repair their armor, and then re-engage you.
There are a few members who have spreadsheets, of several discrepancies in the guns, such as the AKM (not the scrap weapon), which does less damage then the USP per shot. Several members have conducted multiple tests with this armor system. I would like to hear from Combine and Rebel players on how they feel after it's been a few months of it's implementation.
My suggestion to immediately alleviate some of this is by adjusting the rules for using armor repairs for all parties or outright removing it in combat.
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