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[MOD] Connor's "Real" weapon stats v0.8


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#1 Connor_MacManus

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Posted 13 February 2012 - 07:54 PM

Description
This mod changes the stats for the AR's, MG's, Sniper rifles, SMG's and pistols to be more "real". I though that some of stats in the vanilla game were really weird, so that's where I started. I only wanted to change the range on the Beretta and the Glock, but haven't stopped since :D
Most "real life" information I got from Wikipedia, World Guns and Anthony G Williams' website.

Details
- Damage: I use bullet weight, muzzle velocity and caliber to calculate the damage values. I use this formula for all damages.
Damage = ((<bulletweight in grain>*<muzzle velocity in fps>^2)/20270250)+<caliber in mm>*5))/2
- Range: I use the effective range(I change some of these to balance some weapons) and barrel lengths from the above mentioned sources to calculate the range. I use this formula for all ranges.
Range = <effictive range in meters>+<barrel length in mm)/22
- Weight: I used info from the above mentioned sources for weights.
- RPM: I know the RPM in the game changes the aim-time of weapons, but after testing in-game I found the differences very small. So I stuck to the "real" RoF's from the above mentioned sources.
- Clipsize: I used info from the above mentioned sources for the clipsizes.

Still to come
- Changes to the Stance Factors and price for more balance
- Maybe changes to ammunition.txt.

Installation
- Create a configs folder in your ...\Steam\steamapps\common\jabia\bin_win32\ folder.
- Download the weapons.txt to that folder.
- Use the weapons_BD.txt if our using R@S's Blue Dawn Mod.

Change log
Version 0.8b
- Fixed AK-47 AmmoType in vanilla weapons.txt (if your using the Blue Dawn version you don't have to redownload.)
http://boards.jagged...dpost__p__19153

Version 0.8
- Blue Dawn Mod 0.2 compatible
- Used 1 formula for damage calc
- Used 1 formula for range calc
- Other changes are in red
http://boards.jagged...dpost__p__19092

Version 0.7(0.7c)Blue Dawn
- Blue Dawn mod compatible
Note: vanilla players should use the old 0.7c version below.
http://boards.jagged...dpost__p__17686

Version 0.7c
- Fixed RPM
- Fixed magazine sizes
- Tweaked some weapons damage and range
http://boards.jagged...dpost__p__16300

Older verions
Spoiler


#2 LtChambers

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Posted 13 February 2012 - 07:59 PM

I started playing as a sniper w/ M82 using your stats...it was pretty obscene. One shot kills on highly armored enemies even in the torso. Which is realistic, but probably not bound to be fun for very long. We need some middle ground. :)

#3 Connor_MacManus

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Posted 13 February 2012 - 08:17 PM

I started playing as a sniper w/ M82 using your stats...it was pretty obscene. One shot kills on highly armored enemies even in the torso. Which is realistic, but probably not bound to be fun for very long. We need some middle ground. :)


Hehe,

I guess I'll have to look in to that :D

Maybe something like this:

pistols: 10-15 damage
Subs: 15-20 damage
Compact/subsonic AssaultRifles: 20-25
AssaultRifles: 25-50
SniperRifles: 50-60
Large Caliber Sniperrifles: 60-80

Then at least the enemies have a chance :D

#4 luppolo

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Posted 13 February 2012 - 08:23 PM

Great, thanks!
Could you please add a comparative document with the base stats currently in game?

One shot kills on highly armored enemies even in the torso.

One shot would kill even one of yours.

#5 LtChambers

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Posted 13 February 2012 - 08:28 PM

That's closer but there needs to be overlap. I like that Automag does 50 damage for example, but it should have short range. Pistols 10-50, SMGs 15-30, AR 20-50, SR 40-60, large caliber 60-80.

#6 Bishie

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Posted 13 February 2012 - 08:37 PM

When I take a look into the weapons file I see that there is a "// not final" after them but you've changed and listed them in your config.
Are those even in the game because it's listed under add-on? o.O

#7 Connor_MacManus

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Posted 13 February 2012 - 08:48 PM

That's closer but there needs to be overlap. I like that Automag does 50 damage for example, but it should have short range. Pistols 10-50, SMGs 15-30, AR 20-50, SR 40-60, large caliber 60-80.

Balancing the pistols and the submachineguns is pretty hard. Some of the smg have the same barrel length as the pistols and the same ammo, so why do the pistols do more damage?
I'll see what I can come up with.

When I take a look into the weapons file I see that there is a "// not final" after them but you've changed and listed them in your config.
Are those even in the game because it's listed under add-on? o.O

Don't tell anyone, but if you use my weapons.txt you should be able to order those weapons online :D

#8 Saten

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Posted 13 February 2012 - 09:42 PM

Thanks for the update, but was that huge range for Striker shotgun deliberate? It seems kinda odd.

#9 Connor_MacManus

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Posted 13 February 2012 - 10:05 PM

Thanks for the update, but was that huge range for Striker shotgun deliberate? It seems kinda odd.


Actually, I did't change the shotguns ^_^ so those are the vanilla settings. :) I'll take a look at them for the next version.

So I took your advice LtChambers and these are the stats for 0.6.
Posted Image

What do you guys think?

#10 goodknight

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Posted 13 February 2012 - 10:23 PM

Actually, I did't change the shotguns ^_^ so those are the vanilla settings. :) I'll take a look at them for the next version.

So I took your advice LtChambers and these are the stats for 0.6.
Posted Image

What do you guys think?

Good job man!
Just want to say I appreciate your work :)

#11 LtChambers

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Posted 13 February 2012 - 10:25 PM

Yeah that looks a lot more balanced but still sensible. Give my Vintorez its range back plz. Let's split the difference and make it 36. :P

#12 Connor_MacManus

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Posted 13 February 2012 - 11:11 PM

Yeah that looks a lot more balanced but still sensible. Give my Vintorez its range back plz. Let's split the difference and make it 36. :P

Yeah, I'm still working on the ranges.

The Vintorez has a Russian 'effective range' of 400m, so that's more like 300m. I think it'll be 32 or something. If you don't like it, you can change it yourself :P ;)

#13 luppolo

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Posted 14 February 2012 - 01:40 AM

What do you guys think?

Thanks for adding the comparative, tomorrow i'll try it and i'll tell you what i think about it!

#14 WilsonMG

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Posted 14 February 2012 - 01:58 AM

Is this currently compatible with R@S's mod? Is there a correct installation order?

Nevermind, I read your installation instructions and it answered my question. I hope you and R@S continue to work together as I think both of these mods are essential.
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#15 Connor_MacManus

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Posted 14 February 2012 - 06:41 AM

Just a quick note: version 0.6 isn't out yet. Hopefully I'll finish it this afternoon after work.

#16 WilsonMG

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Posted 14 February 2012 - 06:48 AM

Well one thing I noticed is that some durabilities have changed which means you need to go around and repair the weapons that it went higher on. I've actually just been tweaking the weapons.txt myself to correct things I saw as I'm fairly pleased with the v0.05 stats.

From the R@S Mod thread:

I can confirm the 9x39mm ammo image being the CQB combo image on a saved game in the "clicked" view, but not in the default small icon. The small icon does have a little much in the way of white around it, but not really a big deal. But don't restart just yet! I just confirmed that in a fresh game it is the same way, sorry to burst your bubble there, R@S... ;)

Also, the HK 417 image needs improvement if possible. It looks like too much of the edges of the gun got cut off. It doesn't look quite right adn feels a little out of place. Same goes for most of the added weapon art.

I haven't had a chance to actually buy any of the items and use them yet, but out of curiosity, did you use new 3D models for everything?

Did anyone else notice that all the weapons still list the old ammo types under their descriptions, i.e. 4.73mm,, 7.62mm WP, etc. or is this because I'm using the weapons.txt from Connor's Real Weapon Stats Mod?

I modified the 1911 from a ClipSize of 9 to 7, and the range on the Striker shotgun from 115 to 18.

And finally, the M27 is actually the new USMC IAR and is classified as a Machinegun. It has a Beta C-Mag shown in the graphic (haven't confirmed on model yet) so I upped its ClipSize from 30 to 100.

As a side note I really hate when games call magazines, "clips". A clip is what the ammo comes on before you load it into a magazine. B)


Posted Image

#17 BulletSix

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Posted 14 February 2012 - 07:24 AM

Actually, I did't change the shotguns ^_^ so those are the vanilla settings. :) I'll take a look at them for the next version.

So I took your advice LtChambers and these are the stats for 0.6.

[snipped the picture for lenght]

What do you guys think?



just my 2 cts, no disrespect intended :)

I am assuming damage and range are the only or the main factors you changed.

Still too much difference in some categories. Why use anything else than a FAL? Or a HK21 for the Machineguns?

I know, Formula and "realism" may indicate otherwise, but after all its a game and game-wise there should at least a tiny drawback in a choice.

If there were other factors than damage and range you could make other drawbacks (e.g. a third of the burst-penalty for the 5.56mm weapons compared to the 7.62 ones)
And remember, "range" in this game includes not only the range, but also how acurate a gun is (e.g. the range for the Five-SeveN should be like 19-20 and the Deagle more like 15)

Another example are the AK-47 (which represents actually an AK-74 using the 5.45mm ammo but lets forget that here ;) ) and the AKM. The AK-47 is much older as the AKM, therefore it could/should be more accurate (=more range), especially since you gave the AK-47 more damage.

Another example are the 7.62mm ARs (SCAR-H, HK417, G3, FAL): the damage-range is way too high (3-5 pts damge range woucld be enough for this group) and the choice there much too obvious.
There is no way, that a HK-G3 outperforms a HK417(with comparable barrel-length).

The M24 is too much op also (strictly gmeplay-wise speaking).

So enough negative in this post ;) and its just an opinion. I know the work behind balancing stats, it can be a pita ^^

Regards,
BulletSix

#18 Biggus Duckus

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Posted 14 February 2012 - 07:42 AM

I gotta agree with BulletSix. I think realism should take a backseat to game balance. Everyone knows the MP5 is the best SMG in real life but I'd like a reason to use other ones. As of now there aren't enough options like 1.13 to have "filler" guns.

Having said that, I'm very eager to try this mod out, I'm just waiting for maybe one more balance update before doing so.

#19 Unwanted

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Posted 14 February 2012 - 07:45 AM

but isnt it great when you just planning some assault and one of your merc fully armored instantly die .. due to being sniped B)

#20 Skjold

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Posted 14 February 2012 - 09:35 AM

I like the mod idea, but i as certainly alot of other people have some suggestions for the stats.

I would like "as realistic as possible" values, but ofcourse an gun shouldnt have an effective range of 300 m, more like 30 like you did.


However, this is how iam thinking about this.

Caliber: Most important factor for damage, should be roughly the same but slightly decreased or increased due to barrel length (not too drastically)
RPM: Realistic values, there will be inbalances ofcourse but i would prefer it like that (real guns are not balanced)
Range: Realistic values but cut 1 zero from the total number.

I don't know if you did already, but implement the 9x39mm and 7.62x39mm calibers, and rename the others (for example 7.62x54 or 9x19mm)

Change the AK-47 caliber to 7.62x39mm

Great work so far, hope you like my suggestions.
Cheers.




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