Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 231923 times)

Glitch I found

In this pack (effects all guns) the projectile hits before the bullet gets to its target

also at a certain range, the projectile doesn't hit, and the bullet just randomly fades away

this means that guns with long ranges (snipers) Have a big advantage against guns with low range (pistols,Shotguns,ect) that have their

Please fix


no that's just how raycasts work
the bullet you're seeing is just a projectile added for show and cosmetic effect
the real "bullet" actually hits instantly but has a limited range

my computer re-died loving stuff

Khain is your computer jesus by chance?

Glitch I found

In this pack (effects all guns) the projectile hits before the bullet gets to its target

also at a certain range, the projectile doesn't hit, and the bullet just randomly fades away

this means that guns with long ranges (snipers) Have a big advantage against guns with low range (pistols,Shotguns,ect) that have their

Please fix
1) not a bug; its a raycast weapon, aka how guns work in games like TF2 or CoD. On click, the target is immediately hit, no projectile spawned. The "projectile" you see is just there as a tracer.

2) guns with long range are supposed to have a big advantage over pistols. isn't that the whole purpose: a pack with primary and secondary weapons? if all the weapons were equally as powerful there's really no point to a "pack"

1) not a bug; its a raycast weapon, aka how guns work in games like TF2 or CoD. On click, the target is immediately hit, no projectile spawned. The "projectile" you see is just there as a tracer.

2) guns with long range are supposed to have a big advantage over pistols. isn't that the whole purpose: a pack with primary and secondary weapons? if all the weapons were equally as powerful there's really no point to a "pack"

In more updated versions you can expect weapon type balance to be better. Right now the idea behind pistols is that they have the fastest weapon switch time. (AKA a perfect compliment if your ammo is running low) And they also have the second highest headshot modifier (For your covert operations)

In more updated versions you can expect weapon type balance to be better. Right now the idea behind pistols is that they have the fastest weapon switch time. (AKA a perfect compliment if your ammo is running low) And they also have the second highest headshot modifier (For your covert operations)
Love it

H&K: Weaponry (Includes 44 weapons so far, wow that's alot!)

In more updated versions you can expect weapon type balance to be better. Right now the idea behind pistols is that they have the fastest weapon switch time. (AKA a perfect compliment if your ammo is running low) And they also have the second highest headshot modifier (For your covert operations)
i did not realize either existed.
in fact i never noticed weapon switch delay for rifles. you probably should make it slightly longer.

also you might want to make the 50 Falcon do enough raycast damage to instakill a person/bot/zombie on headshot?


i did not realize either existed.
in fact i never noticed weapon switch delay for rifles. you probably should make it slightly longer.
In fps type games, milliseconds really count, the delay is just enough to be the difference between life and death.
also you might want to make the 50 Falcon do enough raycast damage to instakill a person/bot/zombie on headshot?
Yeah this.

i did not realize either existed.
in fact i never noticed weapon switch delay for rifles. you probably should make it slightly longer.

also you might want to make the 50 Falcon do enough raycast damage to instakill a person/bot/zombie on headshot?
It should one shot kill on headshot; try adjusting the damage modifier setting to normal instead of either softcore or hardcore.
(Newer versions the system makes more sense lol)

As for the delays, atm all primaries are set to around 0.5 seconds, whereas the secondaries are 0.15; in updated versions the swap time will be around 1.0 for most rifles, 0.75 for smaller arms (PDWS), and a solid 0.15 (same as before) for sidearms.

The weapon reload times are also increasing (Almost Doubling in-fact) making having that secondary ready to go, much more important.

All of that stuff being said, I do have one interesting conundrum I'd like to address. I've so far been able to find a suitable role for each type of weapon and the reasons you would use one over the other.

For Example:
  • Assault Rifles are going to be the general purpose weapon with decent enough medium range accuracy, decent fire-rates, and decent damage models. They will also have a decent headshot modifier(1.25x the damage.)
  • PDWS (or SMGS) are the closer quarters weapons, all of them will have higher fire rates than most rifles, and better recoil control, at a cost of a reduced range and damage output. (PDWS will also have very small headshot modifiers, about 1.1x)
  • DMRS (An extension of Rifles) will have very nice medium to long range damage, and have a pretty nice headshot modifier (1.5x)
  • Sidearms will have the lowest dps of any item, and the lowest clip sizes; but will make up for it with speedy swap times, speedy reload times, and a pretty powerful headshot multiplier (2x, just don't go around trying to pistol snipe people with anything besides a magnum lol.)
  • Shotguns are shotguns, and I don't really think I need to explain how these work. Big stick goes pewpew, nuff said.
  • Snipers are for very long range engagements, and have a solid 2.5x multiplier, and the most damage per shot. They also have a very interesting damage falloff situation (Damage falloff begins immediately after about 5 torqueunits, and goes down drastically until about 100 before meeting its minimum damage. However, even at minimum damage, all snipers can one shot headshot (assuming damage modifier isn't changed.))
Besides the absence of any kind of launcher weapons, you'll notice I neglected to talk about LMGS in any way. That's the problem I've been having. I can't really think of a good way to balance them between the other types of guns; I want to try to avoid the Battlefoiled LMG model. (AKA, they have lots of bullets but you would pretty much always want to use an assault rifle instead of them, excluding like, one of them.)

So anyone have any suggestions they'd want implemented for them? How should the LMGS work compared to other weapons (The idea being they do something different).
At the moment my plan was to give them horrid recoil control without bipods (like they are atm) and give them extremely high dps and the same range as dmrs when bipodded, and assault rifles when not.


Werfing many bullets at moderate range, that's their real life function. One of the weird things about the LMGs in the first iteration of H&K was their low fire rate, and addressing that would fulfill them.

Werfing many bullets at moderate range, that's their real life function. One of the weird things about the LMGs in the first iteration of H&K was their low fire rate, and addressing that would fulfill them.
I ran into an interesting problem that I never particularly noticed until just recently, there appears to be a bizarre delay cap. (That is, I can't fire more than 1 bullet in X duration) I haven't exactly pinpointed exactly what that duration is; but the fastest I've been able to get a gun firing is around 90ms delay (Thoroughly tested) which is about 10 bullets a second (not bad but can be faster.)

I'm pretty sure its a result of the number of states between the fire -> ready; since other weapons (for example Bushido's Chainsaw from his melee pack can hit once every 60ms.)

I could always do some trippy stuff to make the guns fire faster but otherwise weapons will probably be firing at lower rates to make them comparable to the LMGS.

i feel ya
milliseconds since that's how all torque delays are done
i think the game caps it at .01 though, not really sure