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TUTO info jeux N°1

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TUTO info jeux N°1

Message  Sn!p3r le Sam 14 Mar - 9:44

Every weapon is well balanced to the point that you can use any weapon and it will be "the best".
Just because one gun does more damage or fires faster than another doesn't make it superior.
There are many more things than just damage or rate of fire that levels the playing field.
Each weapon has different handling that suits different players and play styles. Things that cannot be explained, only experienced first-hand.
These differences can be recognized, understood, and with use you will come to find the "best" gun for you.
Use every gun - find the one that you like best and it will be your best.

This balance only exists for Stock and Oldschool.
The weapons were designed and balanced for players with 100 points of health.
The decrease of health in Hardcore tips the scales in favor of a select few weapons. 30 health is too low for the "2345" damage design.
Many perks and weapons are made useless or redundant, removing them from their niche.
Weaknesses are removed and short range, "low damage" weapons are now super effective at long range.

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The little bars for the primary attributes are vague, lump together several factors to define one "attribute" and in some cases, are wrong.
The game doesn't refer to the actual weapon data to make the bars; the "attributes" are pre-set little graphics that only appear when you highlight the weapon in Create-a-Class.

Examples of wrong: M4 and G36c do the same damage per bullet. Uzi has a faster rate of fire and the same damage per bullet as the P90.

Example of vague: "Range" in the little bars refers to several things that are unrelated to one another. Equipping an ACOG increases Range while a Silencer decreases it - this is misleading, as a Silencer is known to "weaken" bullets that travel far. The scope reads that it increases "range", yet it only increases zoom factor; damage over distance isn't affected with ACOG.

Also there is no such thing as a "range bug", the Skorpion and pistol bullets travel forever at their minimum damage just like every other weapon (except shotguns, by design).

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Intended effects
-LMG Grips improve View Kick Center Speed (camera returning to where you were aiming) by a small but effective amount.
-Shotgun Grips decrease overall View Kick.
-ACOG scopes, when sighted, set ZoomFOV to 30, just over twice the magnification for the default 65° field of view.
ACOG also changes AimAssistRange (only applicable to console; PC has auto-aim disabled) to 2000, an improvement for all weapons except the sniper rifles.

Discrepancies
Some weapons have differences in themselves with some attachments, or are different from all other weapons.
These differences may be intentional or erroneous, IW knows which is which. The SAW, AK47 and AK74 are most certaintly intentional. M40, probably. R700, Maybe they got it backwards? G3, obvious error.

-M249 SAW with a Grip has improved Hip Accuracy (Between Assault and SMG hip accuracies)
-AK47's damage is 40-20 when equipped with a Silencer or Red Dot
-AK-74u when equipped with a Silencer or Red Dot has the hip accuracy of the assault rifles
-M40A3 with an ACOG does 75 damage (Paired with Stopping Power, EVERY body part is a one-hit kill)
-Remington 700, when sighted, has an ADSIdleAmount of 60 in which it moves around more compared to the other four sniper rifles (40)
-G3 with a Silencer has an erroneously long Melee Charge Delay, longer than the stabbing animation, so the lock-on melee attack does not work
-P90 and M21 have twice the SprintDuration, allowing them to cover twice the distance with their sprint. This was removed in console versions, but still exists for PC.

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There are twenty eight different materials with varying levels of protection. Most materials have the exact same amount of protection, so there are really only about six levels of protection ranging from next-to-none to impenetrable. For example, some brick walls cut damage down to around 20% for Medium/Large, so 40 damage would only be eight on the other side.

There are three levels of penetration applied to weapons: Small, Medium, Large. Statistically, there are next to no differences between Medium and Large.
Small can only penetrate the weakest of materials without Deep Impact, and then can peck at enemies through brick and plaster with Deep Impact.

Because Medium and Large are nearly the same, there are virtually only two levels of Penetration (Small and Large).
Pistols, SMGs and Shotguns all have Small Penetration (except Desert Eagle and AK74U).
All LMGs, Sniper Rifles and Assault Rifles are Medium/Large.

Angle is the most affecting factor. Straight on, that brick wall will cut down that 40 damage to 8. At about a 20° angle, that 8 will be further cut down to 4, and at 45°, 1 damage. More than 45°, the bullet will not penetrate. Only some wood and flimsy sheet metal can be penetrated at greater than 45° (they also only cut damage down to about 70%).

After passing through the material, the bullet will begin losing damage over distance all the way down to 1, this includes sniper rifles and LMGs.

DEEP IMPACT is powerful. Not only is the damage retained doubled (ie 20% 8 damage becomes 40% 16 damage), but the angle at which you can penetrate is doubled (penetration from nearly a 90° angle and 45° becomes the new 20° and that improved 16 would be cut back down to Cool.

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Helicopters enter the map from one of several directions (most only have one or two) and travel between pre-determined points until it loops back to the beginning.
The time the helicopter is in play is dependant on the map and the situation. It could be less than one minute or even two minutes. On average, it takes ten seconds for the chopper to arrive, sixty seconds of fighting, and another ten to exit if it hadn't been destroyed.
The helicopter absorbs bullet damage, dropping all damage to 30%.
After losing 500 points of its total 1100 health, the helicopter is "weakened" and bullets deliver full damage against it.
At the same time, the helicopter will engage "evasive Maneuvers" - travel from point to point more quickly and spend less time hovering in place.
After letting loose a burst from its vulcan minigun, it has about a two second "reload time", make a move then.

Helicopters assess threat through four factors:
Distance from Helicopter - All players get threat based on distance from chopper. The max distance is pretty far.
Has attacked Helicopter - Anyone who has attacked the helicopter gets threat
Weapon Class - A player with a shotgun in their primary slot will not get threat.
Player Score - Highest scoring player in view gets most threat.
Whoever has the highest combined threat from these four factors will be the helicopter's Primary Target.
The helicopter will only target a player it can see more than 50% of his body.
If the helicopter sees you and you get behind cover, it may still attempt to shoot through the wall around where it last saw you.
Also, the KillCam shows a view above the helicopter, though this view is not congruent with the cannon on the bottom of the chopper; you may (or may not) see yourself in killcam, but the minigun sure saw you.

After extensive controlled testing and people letting themselves be killed by helicopters, the RPG-7 on your person does not affect threat, only the primary weapon does. This means that the Shotgun + RPG-7 pair is useful to avoid accumulating a tiny bit of threat so you can take the shot.

The RPG-7 is the only EFFECTIVE explosive against the helicopter because it only takes one soldier with an RPG-7 to take it down. That's effective. What isn't effective is the necessity of several soldiers carrying enough of the other explosives and the inaccessability of the use of the explosives on the helicopter.

It would require several soldiers' stock of Frag grenades, Underbarrel grenades and C4.

"But it shows an X when I hit the chopper with it!"
Even if the helicopter is still in its state of absorbing bullet damage, the weakest SMG can do more damage in the amount of time it would take to throw one of those explosives at the helicopter. Stop wasting those explosives on the chopper. If you don't have a rocket, use bullets.

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Cars have a total of 1300 health, cut into multiple states.
The first totaling 550 health, the next of 750 health. Once the car takes 550 damage, it catches fire and loses 60 of its 750 points of damage per second, and will explode once its health runs out.
The splash damage of explosives are scaled up against cars so a single blast can detonate or set it on fire immediately.
Look out!

Melee Attack (slash) has a range of 64 inches and will make contact if the target is in a ten degree radius from the center of the screen.
Melee Charge (stab) reaches 128 inches of measurement and will auto-target anything in the center half of the screen.
In order to do a regular Attack, the enemy must be inside the 64 unit range, else the Charge will activate.


Because of the delay between bursts, the M16's rate of fire is effectively cut down to 450 Rounds Per Minute but the three rounds in themselves are fired at a speed of 925 RPM.

Direct Impact's kill symbol is funny, though small.

Moving sideways will only allow the player to move 0.8 times the total maximum (forward) speed.
Moving backwards will only allow the player to move 0.7 times the total maximum (forward) speed.
Sprinting will allow the player to move forwards 1.5 times the total maximum (forward) speed.

Carrying an SMG, Pistol, or Shotgun in your Primary Weapon Slot (that's the gun you're holding when you spawn) gives the player a "base" run speed of "1".
A Sniper Rifle or Assault Rifle in your Primary Weapon Slot has a base run speed of "0.95". Just 5% slower than the smaller guns, not really noticeable... but it could really make a difference.
A Light Machinegun in your Primary Weapon Slot has a base run speed of "0.875". 12.5% slower than the small weapons, a bit more noticeable.

Going by the two extremes, backpedalling with an LMG only has 41% the speed of Sprinting with an SMG.
This isn't CounterStrike, the gun in your hands does not decide your speed.
If you have an LMG and SMG, you run at LMG speed.
If you have an SMG and LMG, you run at SMG speed.

-

You need a reference for distance, look for the boxes.
The large cargo crates that you see a lot of in Shipment and WetWork are exactly 256x100 units in size.
256 being 6.5 meters, the same exact range of the Frag Grenade's max blast radius.


______________
Your view isn't coming from your character's eyes, and your bullets aren't coming from your weapon.
Both your point of view is, and your bullets come from the top of your head!
Call of Duty 2's sniping was notorious for players only seeing the tip top of helmets.
That's also why the Melee Attack might seem so long at 64 inches, a couple feet are lost since the attack actually starts from the character's head. Imagine he's headbutting the enemy.


Stock Player health is 100.

Hardcore changes:
-Health lowered to 30 (weapons are not changed in any way)
-No visible HUD

Old School changes several things:
-Health increased to 200
-Jump Height increased, landing slowdown disabled
-Weapon/Class Selection disabled, all spawn with a Skorpion and M9, must pick up weapons/perks that spawn on the map

"Health Regeneration" is really really simple.
After five seconds, all your health returns. Instantly. Completely.
Lose 1 health, wait five seconds. Back to 100%.
Lose 99 health, wait five seconds. Back to 100%.
You'll know you get your health back after five seconds by listening. Five seconds after taking damage, your character will exhale.
Health Regeneration is on for Hardcore, Stock and Old School.

Every single weapon is pinpoint accurate when aiming down the sights, shotguns excluded. Pistols, sniper rifles. The dead center of the crosshair, the tip of the front sights, that is where the shot will land. Inaccuracy comes from the idling and kick.
If the guy is behind the sights, he will be hit.
If the shot misses, it is you who has missed.




_________________
|TFC| Sn!p3r
G.O.A The French Connection ~FRAG NOT LAG~

Sn!p3r
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Nombre de messages: 360
Age: 28
Ort: REIMS
Date d'inscription: 24/12/2007

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