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Ikarases
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Level: 25 - Posts: 216
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Hi, the SG (submachine gunners) can rarely fire on soldiers with KAR when they are out of SG range... this same do engineers or soldiers with pistol... is this a bug? and suggest: try to get more weapons to the game... and the M1 Garand can fire faster because it don't has to reload handly but KAR must reload handly... thx


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Crisis
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Hmm not that I know of. They're supposed to fire only at those enemies if there's no enemy within range they can shoot at. If an enemy is out of range they will try to relocate to a position where they fall within range. If there's no such position available, they will try to shoot them. So they only fire at enemies that are out of range when there's no other option and it may even be that they only do so if they are under fire by those enemies (but for that I'd have to check back on the code).

So does this answer your question?

Considering the more weapons request. Only if I can find the time to do something like that. Considering the gameplay it wouldn't really change anything if there's another weapon available with specs that are like the ones already available. It would just be a new weapon skin.

And I don't fully understand what you're trying to tell me about the reloading of the M1 Garand and KAR. Could you try to explain that one?


"The absence of rules is the enemy of art." ~Orson Wells
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Ikarases
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ok thx for answer... about M1 Garand and KAR, M1 Garand have automatical reload (you can shoot with it faster then KAR)


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JC-Gamer
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Just curious Ikarases, but are you suggesting that the M1 Garand SHOULD have a faster fire rate than the KAR since you can reload quicker?

It's just that your suggestion sounds more like a statement than a question/request which is probably why Crisis is confused.


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Ikarases
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Level: 25 - Posts: 216
Joined: Sep 20, 2008
yep that fire rate


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Crisis
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Aaah ok, that's what you meant. Yeah well the choice kind of was to make the garand a better weapon than the karabiner. In WW2, this was the case, even though both were pretty decent, one of them was a bit better than the other.

So in this case the question is, would you want to change that and make them just as good or do you like it that we chose to use some historical reference and make one just a bit better than the other?

Oh and by the way, sadly the changing of reload speed is something that depends more on the soldier than the weapon in the way the game was setup. So changing it into being able to make one weapon of the same type reload faster than another weapon of the same type isn't an easy task. What is easy is to change, is some of the other variables. I'll list them below. These are the ones that can be changed in the blink of an eye for each weapon:

Damage
Accuracy
Ammo consumption (i.e. a machine gun consumes more ammo than a rifle)
Clip capacity (i.e. the amount of bullets that can be fired before we need to reload)
Distance penalty (i.e. to what extend does our accuracy drop when distance between us and our enemies increases)


"The absence of rules is the enemy of art." ~Orson Wells
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Ikarases
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Level: 25 - Posts: 216
Joined: Sep 20, 2008
yup reloading weapon clip will be more realistic... with this i can help you i played so many games... would you like to write them there?


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Crisis
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sure go ahead


"The absence of rules is the enemy of art." ~Orson Wells
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Ikarases
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M1 Garand: 8 (must full empty the clip before reload again)
KAR 98k: 5
KAR 98k sniper: 5 (reloading by 1 projectile)
Springfield '03: 5 (reloading by 1 projectile)
Sturmweher 44, StG, MP 44: 30
Thompson: 20, 30
Lee-Einfield: 10 (reloding by 5 projectiles at a time)
FG 42: (german fast-shooting sniper): 20
Colt 45: 7
Luger: 8
Bren LGM: 30
Sten: 32
BAR: 20
MP 40: 32
Lee-Einfield scoped: 10 reloding by 5 projectiles at a time)
MG 42, Browning MG, 30. cal : have belt with about 50 projectiles?
M1A1 Carabine: 15


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Crisis
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Alright let me post the current settings. The way it works is a bit tricky so let me explain it quickly. The variables need to be in balance in such a way that a weapon remains effective in this game, which is a little bit different from reality. Some things you can't account for in this game that do happen in reality, making it be a lot more effective if a lot of people would carry one type of weapon. So this is a bit balanced out with each weapon having its advantages and disadvantages.

These are the variables for each weapon right now:
Garand
damage: 43
accuracy: 95
ammo consumption: 1
clip capacity: 10

Thompson
damage: 44
accuracy: 70
ammo consumption: 2
clip capacity: 20

Colt
damage: 27
accuracy: 80
ammo consumption: 1
clip capacity: 8

Browning MG
damage: 60
accuracy: 52
ammo consumption: 4
clip capacity: 30

Bazooka M1
damage: 200
accuracy: 90
ammo consumption: 4
clip capacity: 4

Springfield
damage: 150
accuracy: 95
ammo consumption: 1
clip capacity: 5

Luger
damage: 30
accuracy: 80
ammo consumption: 1
clip capacity: 8

Karabiner 98k
damage: 40
accuracy: 90
ammo consumption: 1
clip capacity: 10

Karabiner 98k Sniper
damage: 150
accuracy: 95
ammo consumption: 1
clip capacity: 10

MG 42
damage: 63
accuracy: 60
ammo consumption: 4
clip capacity: 40

Panzerschreck
damage: 250
accuracy: 90
ammo consumption: 4
clip capacity: 4

Stürmgewehr 44
damage: 46
accuracy: 75
ammo consumption: 2
clip capacity: 20

To explain the way these numbers work. An enemy soldier has a base health of 100, which is increased by their personal defense. This makes certain soldiers a bit tougher than others, and makes the soldiers in higher levels become tougher.

Ammo consumption indicate the speed at which is fired. This means that in the time it takes a Garand to fire 1 bullet, an MG 42 was able to fire 4. This has been implemented in a tricky way. The 4 bullets of the MG 42 do a damage of 63, while the 1 bullet from the Garand does 43 damage. The reason being that bullets fired with a Garand hit more vital points on average, so 1 bullet from a Garand does a lot more damage than 1 from an MG 42. It's just that an MG 42 is able to fire 4 at once so in the end it will do more damage but it will cost a lot more ammo.

The clip-size is what will trigger a reload. If an MG 42 has fired 10 times it will need to reload for another 40 bullets. The reload time sadly wasn't specified in the weapon itself so it's more tricky to tune that. I know, it would definitely have been best to include a parameter in there too, but so be it. This is the way it's currently setup. So the variables posted above are the ones that can be tweaked easily if needed.

Though I must provide a warning. I think they're tweaked rather nicely right now, so too much changing would definitely screw the current game balance.


"The absence of rules is the enemy of art." ~Orson Wells
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