Lowering aliens salt.

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Stivan34
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Lowering aliens salt.

Post by Stivan34 » 24 Jan 2016, 05:26

Summary (a quick, 2-3 sentence summary):Nerf marine guns but give them very high fire speed.

Benefits (How this will benefit the server and game as a whole):Will lower alien salt and give the marines a very high firing speed.

Details (Description of how you think this would work, the benefits, etc):Above.

Implementation (Optional, if you have an idea how to implement it):No idea.
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Grypho
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Re: Lowering aliens salt.

Post by Grypho » 24 Jan 2016, 05:30

+support for giving very high fire speed. It is impossible to hit runners in the open because the bullets travel so slowly and it takes time per tick to fire the weapon, slowing your reaction even more.
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Re: Lowering aliens salt.

Post by Seehund » 24 Jan 2016, 05:32

I find it mildly interesting that whenever an alien so much as stubs a toe, a nerf is in order.

Personally, I think guns are fine as is - they are weapons, you know, the things that are supposed to kill other things.

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Re: Lowering aliens salt.

Post by Stivan34 » 24 Jan 2016, 05:32

Grypho wrote:+support for giving very high fire speed. It is impossible to hit runners in the open because the bullets travel so slowly and it takes time per tick to fire the weapon, slowing your reaction even more.
Did i write NERF guns?
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Grypho
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Re: Lowering aliens salt.

Post by Grypho » 24 Jan 2016, 05:35

Grypho wrote:+support for giving very high fire speed. It is impossible to hit runners
it does not matter if you decrease the damage aka nerf the gun to me. I only care about increasing the fire spreed, which was the reason I supported this.

If with "nerfing" you meant decreasing damage, because you did not specify what you meant with it.
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Re: Lowering aliens salt.

Post by Nick123q23 » 24 Jan 2016, 05:44

The higher firing speed would just cancel out the damage decrease, and people would be complaining about the firerate instead of the damage. What's the point? There's also attachments that increase damage and firerate aswell if you really want that.
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Re: Lowering aliens salt.

Post by Stivan34 » 24 Jan 2016, 05:49

Nick123q23 wrote:The higher firing speed would just cancel out the damage decrease, and people would be complaining about the firerate instead of the damage. What's the point? There's also attachments that increase damage and firerate aswell if you really want that.
I meant decreasing the damage a LOT and making the weapons have a scary firing speed.
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Re: Lowering aliens salt.

Post by Wesmas » 24 Jan 2016, 05:55

Giving a high fire-rate will mean the DPS remains roughly the same. All this will do is tax the requesitions and supply drops. Not a good idea.
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Re: Lowering aliens salt.

Post by Sargeantmuffinman » 24 Jan 2016, 06:13

So then the marines will have a high rate of fire with a low damage output.

But doesn't the high rate of fire cancel out the low damage?

As well as the update for the weapons were to balance one sides so marines could have even odds a bit with the aliens.

The fire rate currently is fine even with the quickfire. I don't think this needs a change. Leaning onto -1.
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Re: Lowering aliens salt.

Post by Derpislav » 24 Jan 2016, 07:42

Changing bullet speed is IMPOSSIBLE code-wise. That has been said many times. The only way is to make them hitscan by changing the type to energy - which has it's own problems.
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Re: Lowering aliens salt.

Post by Davidchan » 24 Jan 2016, 07:55

Derpislav wrote:Changing bullet speed is IMPOSSIBLE code-wise. That has been said many times. The only way is to make them hitscan by changing the type to energy - which has it's own problems.
/tg/code manages to have faster traveling projectiles, not sure how they do it but dodging cr-20 bullets is damn near impossible on their codebase, even with no lag.

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Re: Lowering aliens salt.

Post by Steelpoint » 24 Jan 2016, 08:10

Davidchan wrote: /tg/code manages to have faster traveling projectiles, not sure how they do it but dodging cr-20 bullets is damn near impossible on their codebase, even with no lag.
That's a myth and a old one at that.

Bullet projectile speeds are 100% the same for weapons on /tg/station. I should know since I had to test and debunk it during a older argument on /tg/station.

I think it has to do with how the bullet sprites on /tg/ are very hard to see and as such are very hard to dodge, whereas energy gun sprites are very clearly visable.
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Davidchan
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Re: Lowering aliens salt.

Post by Davidchan » 24 Jan 2016, 08:15

Steelpoint wrote: That's a myth and a old one at that.

Bullet projectile speeds are 100% the same for weapons on /tg/station. I should know since I had to test and debunk it during a older argument on /tg/station.

I think it has to do with how the bullet sprites on /tg/ are very hard to see and as such are very hard to dodge, whereas energy gun sprites are very clearly visable.
Well if thats true then /tg/ must have gotten a faster tick rate in recent months, even disablers shoot fast enough that you can barely juke them these days, compared to baycode lasers and bullets which can be slugging along every tile.

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Re: Lowering aliens salt.

Post by Steelpoint » 24 Jan 2016, 08:19

The host has been tinkering with things in the back I think, preformance wise and all.

Hell, you'll notice a big difference from playing /tg/station versus loading up /tg/code on your computer.
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Re: Lowering aliens salt.

Post by Fritigern » 24 Jan 2016, 10:28

-1 This is just dumb.

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Re: Lowering aliens salt.

Post by ErikHanson » 24 Jan 2016, 11:37

"Changing bullet speed is IMPOSSIBLE code-wise. That has been said many times. The only way is to make them hitscan by changing the type to energy - which has it's own problems."

This is a blatant lie, changing bullet speed is MORE THAN POSSIBLE, whomever told you so should think twice about writing DM code ever again, bullet projectiles are nothing but movable atoms or objects depending on the codebase, it's quite easy to make these travel faster, or slower without a gigantic performance drain.

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Re: Lowering aliens salt.

Post by forwardslashN » 15 Jun 2016, 20:44

Denied.
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