| Weapon damage | |
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+5LukeEV Slick peanutt Carmona Pacukas 9 posters |
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nightmare Senior
Posts : 513
| Subject: Weapon damage Sat Jul 18, 2015 5:22 pm | |
| As it is right now, in shootouts on the server DM skill matters more than realism. Shootouts take an extreme amount of time which usually leads to one side pushing the other person (sometimes being accused of 'ramboing') until one of the participants die and drive by kills are nearly impossible.
This, of course, happens because of the default SAMP damage values which are absolutely ridiculous. Here's a list of how much damage the weapons currently inflict and how many shots it takes to kill a person with them:
Weapon: damage -> shots (without armour) Deagle: 46 -> 3 (Available on the server) Colt45: 8 -> 13 (Available on the server) Tec9: 6 -> 17 (Available on the server) UZI: 6 -> 17 (Available on the server) Silenced Colt: 13 -> 8 (Not available on the server) M4: 9 -> 12 (Available for legal factions) AK47: 9 -> 12 (Available on the server) MP5: 8 -> 13 (Available for legal factions - not entirely sure) Sniper: 41 -> 3 (Probably available to legal factions under special circumstances) Rifle: 24 -> 5 (Not available on the server) Shotgun: 49 -> 3 (Available on the server) Spaz: 39 -> 3 (Not available on the server)
So, as you can see, the default damage values are ridiculously unrealistic. I scrolled through the SAMP forums and found a bunch of tutorials on how to change the values and all of them required less than 10 minutes, so honestly, I think this is something that can be added with the next update since it's important, easy to script and takes only a few minutes of your time.
Here's a list of damage values we could potentially use (only weapons available on the server):
Weapon: damage -> shots (without armour) Deagle: 51 -> 2 Colt45: 25 -> 4 Tec9: 25 -> 4 UZI: 30 -> 4 M4: 35 -> 3 AK47: 35 -> 3 MP5: 30 -> 4 Sniper: 300 -> 1 Shotgun: 100 -> Depends on range, 1 in close range.
What do you guys think? Note: I did not include melee weapons but those could use a little tweaking too.
Last edited by Chav on Sat Jul 18, 2015 8:12 pm; edited 1 time in total | |
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Pacukas Gangsta
Posts : 194 Age : 25 Location : Home
| Subject: Re: Weapon damage Sat Jul 18, 2015 5:35 pm | |
| I completely agree with you. | |
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Carmona WCL Player
Posts : 51
| Subject: Re: Weapon damage Sat Jul 18, 2015 8:10 pm | |
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peanutt V.I.P
Posts : 1500
| Subject: Re: Weapon damage Sat Jul 18, 2015 8:19 pm | |
| Realism? considering realism if you armed, you're considered 'DEAD' anyway! focus on being straight lads. DM'er is DM'er and rule breaker is rule breaker and it wouldn't help much so your topic is somehow waste, tbh. My opinion. | |
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nightmare Senior
Posts : 513
| Subject: Re: Weapon damage Sat Jul 18, 2015 8:27 pm | |
| - peanutt wrote:
- Realism? considering realism if you armed, you're considered 'DEAD' anyway! focus on being straight lads. DM'er is DM'er and rule breaker is rule breaker and it wouldn't help much so your topic is somehow waste, tbh.
My opinion. Either I have misunderstood your post or you have completely misunderstood the topic. This topic isn't about stopping DMers, it's about making the server more realistic since weapons are a big part of legal and illegal roleplay. | |
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Carmona WCL Player
Posts : 51
| Subject: Re: Weapon damage Sat Jul 18, 2015 8:35 pm | |
| - peanutt wrote:
- Realism? considering realism if you armed, you're considered 'DEAD' anyway! focus on being straight lads. DM'er is DM'er and rule breaker is rule breaker and it wouldn't help much so your topic is somehow waste, tbh.
My opinion. I like the idea Chav proposed and I'm willing to argue with you on this, peanutt. Unfortunately, I can't even understand what you're writing. | |
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peanutt V.I.P
Posts : 1500
| Subject: Re: Weapon damage Sat Jul 18, 2015 8:57 pm | |
| - Chav wrote:
- Either I have misunderstood your post or you have completely misunderstood the topic.
This topic isn't about stopping DMers, it's about making the server more realistic since weapons are a big part of legal and illegal roleplay. I would have a partner already, if they understood me. *cries crimea river* - Carmona wrote:
- I like the idea Chav proposed and I'm willing to argue with you on this, peanutt. Unfortunately, I can't even understand what you're writing.
Argue drama? NEIN!
Halo, sorru for bad Engrish. heuheu! Now I regret again for posting because soon I gotta get that "no".
Whatever, as I said It is 'MY OPINION' that the idea is waste since 'I' think what you've said wouldn't really help to make roleplay realistic since players can't even be realistic in their routine roleplay. It's prolly won't take scripter's time much to change that or may be it does. Again it's nothing like I agree or disagree..It is like just saying! ( my last post probably ) | |
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Pacukas Gangsta
Posts : 194 Age : 25 Location : Home
| Subject: Re: Weapon damage Sat Jul 18, 2015 9:00 pm | |
| Problem was we didnt understand what your statements had to do with increased damage. I think the suggestion has its more advantages than dissadvantages. | |
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Slick Senior
Posts : 554
| Subject: Re: Weapon damage Sat Jul 18, 2015 9:27 pm | |
| I think we had weapon damages altered before, I'm just not sure if it affected melee weapons only. Either way, I support this 100% but the values need some tweaking. | |
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LukeEV Known Player
Posts : 111 Age : 29 Location : My own mansion.
| Subject: Re: Weapon damage Sat Jul 18, 2015 9:34 pm | |
| I'll support it, all things considering some of the weapon damages need to be altered under consideration. | |
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U.N. Owen Owner
Posts : 194
| Subject: Re: Weapon damage Sun Jul 19, 2015 7:08 pm | |
| We do in fact, have a custom weapon damage set in-game, but the values are no-where near as heavily customized as stated above. Maybe in the next update, i'll re-configure them, taking under advisement your posts above. | |
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Keelo Bronze Donator
Posts : 807 Age : 28 Location : It's CANA D-A!
| Subject: Re: Weapon damage Mon Jul 20, 2015 4:44 pm | |
| - U.N. Owen wrote:
- We do in fact, have a custom weapon damage set in-game, but the values are no-where near as heavily customized as stated above. Maybe in the next update, i'll re-configure them, taking under advisement your posts above.
That would be perfect. Also, we'd re-configure the weapons' prices higher. I'm not saying we should pay 10,000$ for a Desert Eagle nor 30,000$ for an AK-47 but we'd find a way to adjust the weapons' prices to the server's financial state. I know paying couple of K's for a handgun isn't reaslistic but keep in mind that people in real life doesn't get a 500$ paycheck every hour. If the prices are higher, there would be less people able to purchase them, making it realistic; Otherwise, you've a server full of dudes who's strapped like it's millitary. I also think we'd avoid alot of Non-RP situation with this option. Scenario 1: X withdraws a Deagle, aiming it at Y. Y isn't scared 'cause he has a Deagle too. Both start shooting eachothers, breaking alot of rules. Scenario 2: X withdraws a Colt.45, aiming it at Y. Y runs away, laughing 'cause lets be honest, Colt.45 is shit. Y goes to Emmet, buys a brand new AK-47 for 1.500$ Y goes back to X, murdering the shit out him, leaves his body looking like a swiss cheese. I think you probably gets the concept now. I'd like some feedback about this. | |
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nightmare Senior
Posts : 513
| Subject: Re: Weapon damage Mon Jul 20, 2015 8:21 pm | |
| We can't use real life prices for items on the server for a simple reason: inflation. If you don't know what that is, look it up. In order to actually have an 'interactive' market that changes according to 'supply and demand' we need to give factions the options to sell weapons and drugs and remove the bots. | |
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Keelo Bronze Donator
Posts : 807 Age : 28 Location : It's CANA D-A!
| Subject: Re: Weapon damage Mon Jul 20, 2015 10:03 pm | |
| - Chav wrote:
- We can't use real life prices for items on the server for a simple reason: inflation. If you don't know what that is, look it up.
In order to actually have an 'interactive' market that changes according to 'supply and demand' we need to give factions the options to sell weapons and drugs and remove the bots. I understand the inflation part. All I'm saying is, right now, since factions doesn't have the options to sell weapons, we'd simply put higher prices for the weapons. Otherwise, in my opinion, it's too easy to have access to one. You just wait 1 paycheck then boom, you can go buy a Colt.45 | |
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gundus Veteran
Posts : 973
| Subject: Re: Weapon damage Sat May 14, 2016 7:48 pm | |
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nightmare Senior
Posts : 513
| Subject: Re: Weapon damage Mon May 16, 2016 12:18 am | |
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