Saw this in 4k, and both the marines you were spraying were both below 0%. You hit them about 10 times and none of them went below -50%.
UPP just feels like the enemy in a power fantasy with how much garbage they have.
Saw this in 4k, and both the marines you were spraying were both below 0%. You hit them about 10 times and none of them went below -50%.
UPP just feels like the enemy in a power fantasy with how much garbage they have.
UPP explosions were nerfed the same as any explosion. accuracy is not getting reverted 100% acc was the worst part of HvH. Bizon uses the SAME ammo as m39 but has BETTER accuracy. to have only 30% hitchance you had to be firing at a target about 6 tiles away, that is not exactly smg range.
you should make up your mind, UPP guns have been called stronger then USCM ones for past eight or so events, now they became worse without ANY changes made to them. the part you miss that from the get go there was 20 more USCM soldiers then UPP on the planet
That feels very targeted. I have been a strong advocate for different powerlevels from both of the factions, like my best example Red Alert.
The only one thats called strong is the slugs. The rest, I have yet to see someone say is strong after the nerf. But thats getting nerfed probably soon anyway.
So there is no autobalancing. Since from what I hear, not only were there 20 more marines on the planet than UPP, but they had 20 more marines not being playing the game on the alamyer since alamo didnât want to cycle. That is actually insane.
yes there is no autobalancing as that would take few weeks of coding and figuring out how to do and I or anyone else exactly has time for that, it has been overleoards first time running it so that is gona get tuned in the future. I have heard complains about UPP guns being stronger and marines droping their guns to use the UPP ones instead every single round before this one, and seen marines do it during this round too. the only thing that throws off balance are the powercreeped to hell attachments that I will remove from HvH alongside minor acc buff over the board to coutner act the removal sometime in the future
With how attachments boost accurate range right now, frankly AP may as well be regular ammo but better tbh
A lot of attachments need to get zapped out of existence
Reflex VG EB ![]()
yes attachments have been powercreeped with acc to hell over the years to the point that accuracy is not a value on HvX anymore so people feel entitled to hitting every shot. yes you can put 4 attachmetns each giving you +10% dmg effectivly on your gun with no drwaback and it sucks. accuracy is consdiered fucked for HvX right now and someone might get to make it relevant value again but hard to tell who feels like doing balance with how people behave. also smg buff was part of the package but I recived merge conflict back then and did not get to reopen it, and pkp nerf as it was called OP several times pff who knows. also put STOCK ON and you just have alser gun, it is stupid as hell, but I am keeping the expendable stocks as on HvH they FINALY become relevant and might get EXTEANDED. and pistol buff is tehre too ok ok
I was not aware a HvH round was being hosted so I was not online.
From my testing a direct hit UPP RPG deals around 50 to 60 damage to a marine, more if they are using light armour.
This will still stun them for a quite a bit even with the explosive changes to HvH.
I will confess this is not at all as powerful as youâd expect, but I will counter that the current UPP RPG is a rare item that is only seen in the Command armoury on the UPP ship, furthermore the RPG has not received any balance pass for the game mode as it is not expected to be a regular part of it, its armory presence is more a aesthetic for UPP CIC.
You need to build a weapons acc bonus at all costs.
Depsite this, the SMG does suffer bad accuracy at long range, however so long as you are 4 or so tiles from the target, most of the SMG rounds will hit, but you do need to pulse-fire the weapon to achieve this.
Do note that the advantage of the SMG stems from the fact you donât suffer any movement slowdown when wielding the firearm.
Similar goes for mother other firearms.
For example, the Type-71 (standard issue UPP firearm) can reasonably hit most of its bullets even at 7 tiles if you build for accuracy with its attachment loadout, you can even reliably hit a majority of AP bullets at 7 tiles with a similar setup.
I am gona reopen the attachment removal stuff
reopening HvH balance two, attachment removal by cuberound ¡ Pull Request #9206 ¡ cmss13-devs/cmss13 ¡ GitHub there, going to add some buff to pistol and smg ammo to it again and slight acc buff to all guns as it is not som much needed without attachments
If the code stylings are relatively amenable, you can maybe glean from TGMCâs autobalancing on campaign; it works about as outlined above, based solely on numbers
Apparently since I last looked, a force shuffle button for admins was also made to try and balance any issues with player stacking. Might also be worth a look (though it looks like thatâs far less of an issue here)
Related files in here (there is both an opt-in autobalance for players and an admin-forced one if players donât sufficiently balance themselves): Forced campaign autobalance option by Lumipharon ¡ Pull Request #16093 ¡ tgstation/TerraGov-Marine-Corps ¡ GitHub
yes thanks, I might put in the unbalanced numbers warning at some point
Recently i played HvH and i have 2 new issues
flamer is worthless as i saw a UPP guy get a direct hit, walk through one more tile of flame, shoot me to death then run north 10 tiles and go into crit (he didnt die in the end)
sandbags should take waaay less damage from bullets, less damage for cades too, also block all the boolets coming (sandbags should die to explosions, not shooting at them)
also i used my XM88, not sure if you changed anything about it but it should get a bunch of AP considering that for SOME reason i couldnt get almost any direct hits even though i tried sprite clicking always and you still get melted by a auto weapon in a 1v1
yes flame and explosion damage is reduced a lot, does not make flames useless they still work as area denial, as when you get pushed thrue flames the enemy is already taking harm so you have better chance. before flamer was jsut instakill weapon and I did not like that
Apologies for the slight necropost, but I didnât want to make a new thread for a thread thats already open, and I have a suggestion from lastnights HvH game!
A (relatively easy, Iâd hope) suggestion is to remove the 2x and 4x scopes from the attachment vendors on both sides would be a good idea, as whenever you try to use them it says something along the lines of YOU CANNOT USE THE SCOPE, AS IT IS FOGGED UP. A rather unintuitive way to say that theyâre disabled due to HvH! as such, Id remove them wholesale from the gamemode!
I wanted to adjust the vendor conteant, not just for that. but in general I was told that it would be too much impact into main code for event thing to do. possible option would be to perhaps have custom event vendors to be used to replase the regular ones by eventrunners, but eh that is about it
Could you announce the events a day in advance cuz I always see the announcement like two hours after its over
I usually try to announce the event half a day or more before I plan to run it. Though I do sometimes try to give more notice.
Any issues with giving more warning comes down to a combination of my unreliable real-world free time and if I just feel up to hosting the event.
some things Iâd like to propose for consideration based on my experience and observations.
Objectives; Currently all you do is go to planet and run around trying to solo people in the dark or frag them when theyre chatting, healing or distracted.
Games like Subrosa for example incentivize some level of genuine cooperation rather then just back stabbing or going full out
sub-objectives eg;
Marines vs CLF; both teams compete to ârescueâ the civilian population of scientist and the more greater number rescued wins. ( Squad leaders are always given key cuffs, and individuals playing civilians can be given guidelines or a randomly given from a pool a backstory and intentions/objs [steal from research lab/take ID]
If each human side is too reckless they can lose the cooperation of civilians, MPâs and brig would have to focus on the influx of civilians
Intel Raids - teams compete over hardened intel locations to extract larger sums of oversurplused intel items, more intel buy ins like SOF team call ins or weapon kit drop ins)
Nuke Diffusion - self explanatory
Ive also mentioned before
Dutchâs dozen where you have a map of dutches hunting preds
PRE-OPERATION survivors, everyone spawns in civilian or lightweight roles like marshalls, CL, ISAF etc to the outbreak scenario and you have to engage the emergency distress beacon
hostage situations
you could do MUTINY as a game mode EXTENDED CLF with sabotage/kill objectives with mundane groundside objectives or escalating threats like â deliver humanitarian aid ', ârepair the alamyer/locationâ move 30 boxes with powerloader / repair all APCâs and major room functions
you could do COMPETETIVE RANKED THUNDERDOMES TOURNAMENTS with escalating series of spawn options and brackets to them
this was my stoned ideaguy dump for hvh
New HvH round hosted, new complaint feedback/suggestions post (Sorry to necropost, again.)
I do not believe that HvH really works with the normal CM-SS13 HvX-style gameplay of âDefeat the enemy on the map, win.â - I believe that HvH would be greatly elevated if it had one side on the defensive, and one side on the offensive, think Whiskey Outpost - maybe look into that old beachhead map? Alternatively, it could be a King Of The Hill styled system - Something that makes it so that its less likely for the rounds to end quickly - no one really likes a twenty minute combat round, especially for a âspecial eventâ round, do they?
I also think the mechanic-enforced ceasefire is a bit limiting - people have no other option than to surrender, as they sure-as-hell canât fire back.
On the topic of surrender - there is currently no reason to take POWs. I remember when HvH was first being properly tested that there used to be an incentive of a handful of reinforcements per handful of POWs aboard the ship.
Someone also might want to rename the âUPP Serzhantâ to a more fitting name - maybe âUPP Heavy Weapons Specialistâ?
Lastly, give the UPP can-openers in their kit.
Thats it for now - these suggestions havenât been given much thought, so feel free to discard them with less :).