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Initial shotgun rebalance #23801

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merged 26 commits into from Jun 27, 2018

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@Firestorm01X2
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commented May 21, 2018

Currently shotguns way too accurate and very close range at the same time. That happens after that:
#23720

It is attempt to at least get a first stub on it and get adequate dispersion values. It is only to stabilize situation overall.

Result

  • All shotgun using shot ammo has max range 12. Slug adds +12 so shotgun with slug can shoot to 24 tiles.
  • Shotguns now have somewhat smg to pistol accuracy. Don't worry - it is enough for their close range role.
  • Shotgun dipersion stats still far from ideal. Most shotgun have way to similar accuracy. But it was before.
  • Character likely get effective range to max shot range pretty quickly. Switch to slugs if you need more range.
  • Shotgun tests were added. But they use tests range values between pistols and smg in most cases.
  • Buffed effect of riffled barrel upgrade to -200 dispersion instead of -150. Since now slug can give shotgun up to 24 tiles of max range - rifled barrel give player chance to reach it more effectively. Also damage modifier changed to -8 from -20 to make this upgrade worth using without massive damage reduction.

It is based on that statements:

  • I assume that shtoguns dispersion already balanced aginst each other in some way. That is why I'll try to make change relative to previous
  • I'll try to put shotguns between pistols and smgs. But with better maximum range with slugs (with shot max range will be worse then pistols).
  • Initially I assume thet shotgun will use shells so inital range will be limited with 10-12 tiles. At the same time I'll increase slug bonus to max range to +10 or +12.
  • I'll try to keep orignal shotguns role- closer range high damge weapon.

Range table:

Characters definition: #21244 (comment)

Character >50% good <10% good
Novice pistol 5 15
Novice shotgun 6 16
Novice SMG 7 20
Novice rifle 9 25
Competent pistol 13 35
Competent shotgun 15 37
Competent SMG 20 55
Competent rifle 30 90
God pistol 20 120
God shotgun 24 124
God SMG 30 190
God rifle 60 800

Shotgun tests have values between smgs and pistols because shotguns now have somewhat smgs accuracy.
Shotgun with shots limited by 12 tiles. Shotgun with sligs limited by 24 tiles.

Novice shotgun: just non skilled characted with double barelled shotgun. Less accurate than averege shotgun.
Competent shotgun: mid-game character with modded Kel-Tec KSG. Kel-Tec KSG is accurate and versatile shotgun due 2 built in magazine tubes. Good choice.
God shotgun: end-game character with heavily modded powerfull heavy automatic shotgun. It is not the most accurate shotgun, but godlike character don't really care.

For modders.

Convertsion pattert for shotguns:

All average shotgun must have at least 300 dipersion. It is (almost) smg dipersion.
Dispersion for "normal" shotgun should be around 300-500.
Dispersion for "scrap" shotgun should be around 600-900.
Of course you can violate this rules for special effects. But try to stick to smg dispersion ranges for normal (non handmade scrap) shotguns.

Simple conversion for exisitng shotguns: add + 300 to your shotgun to get proper dispersion.
Warning it also affects anything the should behave like shotgun. Example - any shotgun pistol.

Convertsion pattert for shotgun ammo:

Basic shot now has range 12 Basic slug adds +12 to range.
Just multiply your shotgun ammo range to 2. This way range:
6 X 2 = 12.
5 X 2 = 10.

But most likely your shotgun ammo already has "copy-from".
So likely changes are not needed.

Initial shotgun rebalance
Initial shotgun rebalance
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commented May 21, 2018

Don't worry - dispersion modification only temporary hardcoded. Unit tests incoming.

Firestorm01X2 added some commits May 21, 2018

small styling
small styling
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commented May 21, 2018

A lot of shotguns clamped around dispersion 0..100. Adding +400 to it put it to pistol range exactly. Loaded glock dispersion around 560.

Firestorm01X2 added some commits May 21, 2018

+400 dispersion instead of + 500
+400 dispersion instead of + 500
unhardcode dsipersion and add range to shotguns
unhardcode dsipersion and add range to shotguns
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commented May 21, 2018

Ok. Added +400 dispersion to all shotguns.
Added x1.6 to all shotgun ammo ranges.
Shotgun with shot shoot on 10 tiles max now. Shotgun with slugs- on 20 tiles.

Rivtech sshotgun ammo
Rivtech sshotgun ammo

Firestorm01X2 added some commits May 22, 2018

test autoshotgun for god character. Becasue why the hell not.
test autoshotgun for god character. Becasue why the hell not.
M1014 shotgun fo competent
M1014 shotgun fo competent
ksg for competent
ksg for competent
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commented May 22, 2018

I hope I dont forget something.
This time there are no hardcode solutions or strange +800 dispersion to shotgun ammo.

@Firestorm01X2 Firestorm01X2 changed the title [WIP] Initial shotgun rebalance Initial shotgun rebalance May 22, 2018

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commented May 22, 2018

Ready for review.

changing fasthooting test for competent shotgun shooter
changing fasthooting test for competent shotgun shooter
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commented May 29, 2018

I am still thinking:
what if we going for maximum range for shot to 12 and slug to 24?

Anyway lets it be 10 for shot and 20 fo slug.

Still ready.

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commented May 29, 2018

I decided to try 12 to shot and 24 for slug. At least player now can try to hunt something with shotgun.

Bufferd shotgun rifled barrel
Bufferd shotgun rifled barrel
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commented May 30, 2018

Ready.

@BorkBorkGoesTheCode

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commented May 30, 2018

The rifled barrel still doesn't work right, but that can be fixed in a later PR.

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commented May 30, 2018

Jenkins, Rebuild.

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commented May 30, 2018

The rifled barrel still doesn't work right, but that can be fixed in a later PR.

Change at least make it slightly more useful.

unit test correction
unit test correction
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commented May 30, 2018

Going for -100 for shotgun dispersion. It still gives good accuracy without being too accurate.
This way it is closer to initial idea- accuracy between pistols and smgs.

corrected unit tests for shotguns
corrected unit tests for shotguns

@Firestorm01X2 Firestorm01X2 changed the title [WIP] Initial shotgun rebalance Initial shotgun rebalance May 30, 2018

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commented May 30, 2018

Ready.

Firestorm01X2 added some commits May 30, 2018

settring aiming time for shotgun fastshooting test between pistol and…
… smg

settring aiming time for shotgun fastshooting test between pistol and smg
correcting fashooting test aiming time
correcting fashooting test aiming time
correcting fashooting test again
correcting fashooting test again
forgot to add -100 dispersion to rm 20
forgot to add -100 dispersion to rm 20
removed empty line
removed empty line
forcing rebuild
forcing rebuild
forcing rebuild
forcing rebuild
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commented Jun 4, 2018

@Firestorm01X2 you don't need to commit arbitrary code changes to rebuild the PR; just add Jenkins rebuild to a GitHub comment.

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commented Jun 4, 2018

Jenkins, but not travis.

@Firestorm01X2 Firestorm01X2 changed the title Initial shotgun rebalance [RDY] Initial shotgun rebalance Jun 13, 2018

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commented Jun 13, 2018

Do we still wrtiting [RDY] to show that PR is ready?

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commented Jun 13, 2018

One thing you're missing is a dispersion nerf for the .22 rat-shot.

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commented Jun 13, 2018

@BorkBorkGoesTheCode
I've diceded to add dispersion to shotguns intself but not to the ammo.
Also there are few things:

  1. Zero dispersion from shot like ammo repesents that it has spread that increase chance to hit by a lot. As far as I understand it.
  2. .22 guns are not shotguns and they already have adequate dispersion (not nearly zero as it was for some shotguns)
  3. 0.22 ratshot max range is p 13*0.6 = 7. At the same time shotgun shot range max will be 12. So normal shotgun anyway will be better.
  4. Ratshot has extremly low damage output in comparsion to normal shot.

Yes overall ruger_1022 with ratshot will be very accurate cosidering zero disperion of ratshot. But considering things above it should be ok. Shotguns outdone it by damage and range. Yes I can add some dipersrsion to ratshot but it is against 1) and in fact it will not change much.

Anyway if you have suggestion about exact dispersion for ratshot - give it to me.

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commented Jun 13, 2018

@BorkBorkGoesTheCode
Just look at this. Setting 60 dipersion to rasthot maybe lower even chance of good hit at maximum aiming from 12 to 10 and that is it. It will give nothing.

ratshot

And considering damage of 10 and range 7. Well, you can wreak chaos among rats. And that is it.

And it is even on of the best case scenarios. A lot of other gun guns has much worse accuracy (dispersion).
Note it is for zero skill character. Yes with .22 ratshot zero skill character will hit any target on 7 tiles. But as I said it is chaos among rats. And that is it.

Nerfing .22 guns disperion is not an option - it is not shotguns.

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commented Jun 14, 2018

Do we still wrtiting [RDY] to show that PR is ready?

No, anything without [CR]/[WIP] is supposed to be interpreted as being "ready".

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commented Jun 14, 2018

anything without [CR]/[WIP] is supposed to be interpreted as being "ready".

Only without [WIP] prefix.

reduced damahe modier to -8 for rifled barrel
reduced damahe modier to -8 for rifled barrel
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commented Jun 14, 2018

Damage modifier for shotgun rifled barrel changed from -20 to -8 to make it more worth using. Who in the right mind will install gun mod that cut damage output by 40%? And why rifled barrel works that way in the first place?

I think that -20 suppose to simulate that "The rifling makes the gun less suitable for shot, however" but it just reduce damage by a lot. From 50 to 30 for. From shotgun level to pistol level. For all types of ammo, even for slugs.

It makes zero sense in terms real life and gameplay. But there is must be some downside to use rifiled barrel that is why damage modfier was set to -8 instead of -20. Becuase it used that kind of logic before.

Still current implementation of rifled barrel gunmod for shotguns is strange at best. Like what the hell?

@Firestorm01X2 Firestorm01X2 changed the title [RDY] Initial shotgun rebalance Initial shotgun rebalance Jun 14, 2018

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commented Jun 18, 2018

It is still ready.
Rifled barrel gunmod can be additonaly modfied later. Now it should be at least usefull.

@kevingranade kevingranade merged commit fa5b95a into CleverRaven:master Jun 27, 2018

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