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Vista's Improved Balance and Ballistics System

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Vista's Improved Balance and Ballistics System



Hello everyone,


After the controversial update to the Ballistics and Weapon Damage in general, and due to the overall dissatisfaction from a substancial portion of the community in regards to the update, I've decided to take matters into my own hands and release a ballistics update myself.


Now, to understand what I changed, it's important to be in the loop about the past weapon damage balance and 'meta'. In the previous versions, fast firing rifles (like the Dutch, Canadian and French standard issue rifles) had an undeniable advantage in most engagements, especially in CQB encounters. Why?

Due to PR's gameplay nature, most engagements are going to be close-by-ish. I'd say no more than 250M. Majority of them you can call it 'CQB' - this due to the lack of scopes on some maps (lack of binoculars aswell) and the high recoil of some weapons. It's obviously better to get as close as you can before engaging the enemy. The problem is that the aformentioned rifles shine in these situations - they all have high RPM and a decent-ish ammount of base damage, this deadly combo when put against the low RPM rifles (like the AK-74) is very successful. The low RPM rifles just aren't really able to comepete at times, this is reinforced by the fact that the engine's hit detection is trash - while the AK-74 shoots 4 rounds and maybe 2 are hits (high recoil also doesn't help), the C8 just vomits 17 rounds in the same time, ensuring the kill.



So, how do you balance this? I did it in 3 different ways. The first, is through base damage. The majority of the fast firing 'NATO' factions' weapons saw a reduction in their base damage, while at the same time the glorious motherland weapons saw their base damage (slightly) increased. Secondly, I introduced a harsher damage droppoff on the NATO rifles, 7.62 rifles also had their damage droppoff increased, but not nearly as much as the NATO rifles - this way while the NATO rifles are still good at CQB, glorious motherland will be all up in that medium range buisness.

Finally, I re-enabled the 'backOnRecoil' setting on everything again. This was a setting that was enabled before 1.0 was released, which punished spraying by the fast RPM rifles. M42_Zwilling explained the technicalities, but TLDR it makes the fast firing rifles' base recoil a bit higher.

I also changed the damage modifier against non-armored targets. Reduced it to make INS maps a bit more fair, this way OpFor has a bit more survivability.

I also gave an individual buff to the british L85A2, it's supposed to use the NATO 5.56x45 round, but since that weapon's recoil is shitty and the RPM isn't all that great, I gave it the same round as the chinese QBZ-95, this way the L85A2 won't be as shitty and will have a bit more damage.

Also remember these changes are based on the PREVIOUS damage model, NOT Zwilling's 1.4.8 changes.


Changed Bullet properties

Weapons affected: M16, FAMAS, C8, L85A2, C7, G36, TAR-21

Before:

Code:

ObjectTemplate.create GenericProjectile 556_45_r (and all its variants)
ObjectTemplate.material 3556
ObjectTemplate.damage 39
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModmifier 0.3
include projectiles_comon.tweak
include projectiles_tracer_r.tweak 5

After:

Code:

ObjectTemplate.create GenericProjectile 556_45_r (and all its variants)
ObjectTemplate.material 3556
ObjectTemplate.damage 33
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 210
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModmifier 0.3
include projectiles_comon.tweak
include projectiles_tracer_r.tweak 5


Weapons affected: QBZ-95, L85A2

Before:

Code:

ObjectTemplate.create GenericProjectile 580_42_g
ObjectTemplate.material 3556
ObjectTemplate.damage 39
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5

After:

Code:

ObjectTemplate.create GenericProjectile 580_42_g
ObjectTemplate.material 3556
ObjectTemplate.damage 41
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 260
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5


Also changed L85A2 to use QBZ-95's damage model

Before:

Code:

ObjectTemplate.projectileTemplate 556_45_r

After:

Code:

ObjectTemplate.projectileTemplate 580_42_g

Weapons affected: G3, MG3, M14


Before:

Code:

ObjectTemplate.create GenericProjectile 762_51_g
ObjectTemplate.material 3762
ObjectTemplate.damage 50
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5

After:

Code:

ObjectTemplate.create GenericProjectile 762_51_g
ObjectTemplate.material 3762
ObjectTemplate.damage 52
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 350
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5



Weapons affected: AK-47, AKM


Before:

Code:

ObjectTemplate.create GenericProjectile 762_39
ObjectTemplate.material 3762
ObjectTemplate.damage 45
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak

After:

Code:

ObjectTemplate.create GenericProjectile 762_39
ObjectTemplate.material 3762
ObjectTemplate.damage 47
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 350
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak

Weapons affected: AK-74M, RPK-74M

Before:

Code:

ObjectTemplate.create GenericProjectile 545_39_g
ObjectTemplate.material 3556
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 400
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5

After:

Code:

ObjectTemplate.create GenericProjectile 545_39_g
ObjectTemplate.material 3556
ObjectTemplate.damage 38
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 350
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_g.tweak 5




Changed multipliers

Before:

Code:

MaterialManager.createCell 3556 24 (Unarmored)
MaterialManager.damageMod 1.7

After:

Code:

MaterialManager.createCell 3556 24 (Unarmored)
MaterialManager.damageMod 1.4


Before:

Code:

MaterialManager.createCell 3762 24
MaterialManager.damageMod 1.7
MaterialManager.setEffectTemplate 0 e_bhit_s_sold_limb
MaterialManager.setDecalTemplate 0 decal_l_blood
MaterialManager.setSoundTemplate 0 S_Impact_Flesh

After:

Code:

MaterialManager.createCell 3762 24
MaterialManager.damageMod 1.4
MaterialManager.setEffectTemplate 0 e_bhit_s_sold_limb
MaterialManager.setDecalTemplate 0 decal_l_blood
MaterialManager.setSoundTemplate 0 S_Impact_Flesh


Changed recoil property

Before:

Code:

ObjectTemplate.recoil.goBackOnRecoil 0
After:

Code:

ObjectTemplate.recoil.goBackOnRecoil 1

I know this might not be perfect, but it makes sense from a gameplay standpoint, and IMO it's better than Zwilling's changes.

I know some of you are like 'B-B-B-BUT VISTA MUH REALISM BROO', well PR is already a realistic game, but in the odd occasion when we have to chose between realism and gameplay, gameplay should suffice. This is a GAME that we PLAY afterall.

I also know that I didn't cover every weapon, and there's probably more stuff to balance, but if the DEVs implement these changes, I'll probably make more later on :wink:

If you've read this all the way, thanks for reading :D

DEVs can download the modded files HERE

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