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 didnāt 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 youād 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 donāt 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 Ā· Pull Request #9206 Ā· cmss13-devs/cmss13 Ā· 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 TGMCās 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 thatās 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 donāt sufficiently balance themselves): Forced campaign autobalance option by Lumipharon Ā· Pull Request #16093 Ā· tgstation/TerraGov-Marine-Corps Ā· GitHub
yes thanks, I might put in the unbalanced numbers warning at some point