ZnasVecKo wrote:
Why didn't you write that there is a PPSh 41?
Spoiler Alert!
Petrenko wrote:
Shouldn't we try to work together?
Also: Can i grab some of your stuff?
Thanks in advance.
I would agree on a team effort for things that require much economizing and effort; however, as RWR stands now, there is a relatively small amount of work needed to attain one's ends that I'm quite happy to do it all myself. I look forward to what will inevitably be different executions of the same general ideas. The sounds I've edited came from YouTube and the images from Google, so to deny anyone the right to my work would be a grave sin against prosperity. Copying, modifying, murdering or raping my beautiful creations is perfectly fine with me!
MrNuckFuggets wrote:
I'd recommend tweaking the kill_decay values a bit. Right now most of them are identical and few seem to fit with the guns intended role. Other than that, good job!
Would you mind specifying which weapons feel off?
In my defense, the kill_decay values are such as they are because they've been abstracted to fit the scale of the player's field of view. I felt that to retain a rifle's edge (range) meant to reduce the range and accuracy of everything else to maintain proportion. So if the supposed average combat engagement range was approximately 300m, I would pretend that distance to be the player's practical field of view. Then tuning the rifles to that range followed by what I deemed to be appropriate reductions to the carbines and smg. Now, the reason most of the kill_decay might look identical is because I have no accurate means of measuring the effect on gameplay other than rigorous tests which provide me with nothing more than a feeling.
For weapon roles, I started with just one gun for each class of weapon by cartridge and construction (smg, carbine, lmg, rifle). From there I made the relative changes as to how each gun should behave and be utilized. Most of my time went into the gun's handling than its range because of the inability to accurately gauge the effects of the numbers, but I'm confident that the general difference in values between the classes of weapon would be logical. This uncertainty in the numbers is how I arrived at the balance between accuracy_factor, kill_probability and kill_decay. I'd also like to state that what I find as a shortcoming in tolerable grow_step (needed for the FG42) had a large influence on how I balanced all other factors.
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