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  1. #1
    McSic's Avatar L e a d e r

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    Originally Posted by Genius View Post
    I’ve played that for a straight 2 hours with Yasen, It felt kinda choppy for us, we hit a lot of shots and PBs weren’t registering incessantly, we just can’t judge that correctly, was it actually an anti-lead issue or it’s that spread itself ?
    However, SGTEST4XL felt much enjoyable and decent. But again, dropping SGs damage by 1 is still an important step to do in case we gonna apply that spread.
    Originally Posted by Flow View Post
    Yeah probably will be best to drop the damage
    What were your opinions when testing with 8 damage and 9 damage shotguns? Which one did you prefer (8 or 9 damage)?

    Because I'm curious if you think that all shotguns' damage should be decreased by 1 (which also means decreasing 9 damage SGs to 8 dmg, 8 dmg to 7 dmg and so on) or it's enough to 'get rid of 10 damage shotguns'.

    Also, please vote here: https://freestylersworld.com/showthr...-like-the-most

  2. #2
    Freestyler

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    Originally Posted by McSic View Post
    What were your opinions when testing with 8 damage and 9 damage shotguns? Which one did you prefer (8 or 9 damage)?

    Because I'm curious if you think that all shotguns' damage should be decreased by 1 (which also means decreasing 9 damage SGs to 8 dmg, 8 dmg to 7 dmg and so on) or it's enough to 'get rid of 10 damage shotguns'.

    Also, please vote here: https://freestylersworld.com/showthr...-like-the-most
    To be honest I didnt think about trying that lol i dont know why, but thanks i will try it out.

  3. #3
    ijramist's Avatar 𝗶𝗷𝗿𝗮𝗺𝗶𝘀𝘁

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    Originally Posted by McSic View Post
    What were your opinions when testing with 8 damage and 9 damage shotguns? Which one did you prefer (8 or 9 damage)?

    Because I'm curious if you think that all shotguns' damage should be decreased by 1 (which also means decreasing 9 damage SGs to 8 dmg, 8 dmg to 7 dmg and so on) or it's enough to 'get rid of 10 damage shotguns'.

    Also, please vote here: https://freestylersworld.com/showthr...-like-the-most
    We’ve tested all damage stats, and as I stated before, during the SGTEST4XXL session, shots were sorta wrack. I’d actually go with SGTEST4XL for a real decent skillful shots and neat damage registration, in case we applied SGTEST4XL, the following point should be taken into consideration:

    - Regarding the balance, I don’t think dropping the WHOLE shotguns damage by 1 would be a wise step, getting rid of the current 10 damage stats is sage enough imo. Else, everyone will just be hitting HELLA hard with them 10 damage shotguns.

    Despite the spread issues, I doubt anti-lead got somewhat of a role playing in that damage thingy. I’m requesting to have a look at the anti-lead’s performance, I guess it needs some improvements or something, ain’t sure about that, it’s just what I concluded while testing the spreads, but I hope I’m wrong so we don’t whine over another new issue that may dissatisfies the community.

    Last but not least, can I have an illustration photo of how the current hitbox looks like ?

    Thank you for tracking more feedbacks.

  4. #4
    McSic's Avatar L e a d e r

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    Originally Posted by Genius View Post
    We’ve tested all damage stats, and as I stated before, during the SGTEST4XXL session, shots were sorta wrack. I’d actually go with SGTEST4XL for a real decent skillful shots and neat damage registration, in case we applied SGTEST4XL, the following point should be taken into consideration:

    - Regarding the balance, I don’t think dropping the WHOLE shotguns damage by 1 would be a wise step, getting rid of the current 10 damage stats is sage enough imo. Else, everyone will just be hitting HELLA hard with them 10 damage shotguns.

    Despite the spread issues, I doubt anti-lead got somewhat of a role playing in that damage thingy. I’m requesting to have a look at the anti-lead’s performance, I guess it needs some improvements or something, ain’t sure about that, it’s just what I concluded while testing the spreads, but I hope I’m wrong so we don’t whine over another new issue that may dissatisfies the community.

    Last but not least, can I have an illustration photo of how the current hitbox looks like ?

    Thank you for tracking more feedbacks.
    There's nothing wrong with the Anti-Lead. It's the shotgun spray pattern.

    Anti-Lead just sends the damage depending on the amount of pellets you hit. It doesn't transfer each pellet seperatly, it transfers the hit as a whole.

    If you hit and deal 0 damage then you could say something's wrong with the Anti-Lead, but as long as you deal any dmg when hitting (even if it's just 10 damage) then the Anti-Lead is doing it's job just fine. There's only 2 cases: hit->damage and hit->no damage (which shouldn't happen and doesn't happen). There's no inbetween such as "oh I hit but only dealt 10 damage due to Anti-Lead". Nope. That's just the shotgun spray and shows you didn't hit many pellets.

    This is the default GunZ hitbox that's always been in GunZ (Ijji, Aeria, etc.) and that we use too (we haven't modified this in any way, it's 100% vanilla/default):
    https://i.imgur.com/52RmwIA.jpg
    The red part is the hitbox. Male and female have the same hitbox.

  5. #5
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    Originally Posted by McSic View Post
    hit->no damage (which shouldn't happen and doesn't happen).
    Wish this was the case, but the AL still has flaws, I've noticed 0 DMG shots many times, once 3 times in a row.
    I stream from time to time, and those are probably somewhere in the VODs, but it would take too long to dig up. In any case the issue does still happen (no AE issues, maybe there is some packet dropping, not sure), however it's still much better than it used to be.

  6. #6
    McSic's Avatar L e a d e r

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    Originally Posted by Skilly View Post
    Wish this was the case, but the AL still has flaws, I've noticed 0 DMG shots many times, once 3 times in a row.
    I stream from time to time, and those are probably somewhere in the VODs, but it would take too long to dig up. In any case the issue does still happen (no AE issues, maybe there is some packet dropping, not sure), however it's still much better than it used to be.
    A very bad case of multiple packet losses would be the reason indeed. Shouldn't happen and it never happened to me with our current Anti-Lead - but 0 dmg due to very very very bad packet loss is not 100% unavoidable here (99.8%, 99.9% yes - but not 100% due to performance reasons). Example; Let's say it happens to 1 of 50 players (which is 2 of 100 -> 2%) and for those players it doesn't happen all the time, it only happens on say every 50th shotgun shot (which is 2 of 100 -> 2%); 2% of 2% is 0.04% which means it works 99.96% of the time.

    When's the last time this happened to you though? We've constantly done small changes and adjustments (sometimes without notice) to further prevent cases like yours from happening.

    - - -

    However, as explained in my previous post, there's no such thing as 'half damage' or 'quarter damage' in our Anti-Lead, because pellets aren't sent seperately. It's either full damage (for the total amount of pellets you hit) or none. Just to clear that up because that's what some people were thinking when they dealt like 10 or 20 damage. - It's not related to Anti-Lead. Just the randomness of the shotgun-spray.

  7. The following 2 users say thank you to McSic for this useful post:

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