Reto.Hades

Reto
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  1. Reto.Hades

    Next round of weapon balancing

    I had also missed these 2: Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Adjusted it now.
  2. Reto.Hades

    Next round of weapon balancing

    Fixed. Forgot to make the PMK's bold, so didn't copy them here either. all grenades were the same at 3 seconds.
  3. Reto.Hades

    Next round of weapon balancing

    Snow will be removed before the monthly update hits. This is what we actually changed (a few points had the wrong numbers, but the changes are still the same so I won't mention those here): Crossed out means 'cancelled change' Bold means new change (or sometimes adjusted change) Ribbon changes: - MG34 from LMG Assault level 5 to Infantry Assault level 9 - MG13 from Infantry Assault level 9 to LMG Assault level 5 - DT-29 from LMG Assault level 5 to Infantry Assault level 9 - DP-28 from Infantry Assault level 9 to LMG Assault level 5 Increase swaystandmode MG42 from 3 to 4 Increase swaystandmode MG42 from 3,5 to 4 Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Increase recoiltime MG34 0.1 to 0.08571 (600 RPM to 700 RPM) Increase swaystandmode MG-13 1.76 to 1.83 Decrease baseconefire MG-13 from 0,41 to 0,37 Decrease baseconefire BAR 0.45 to 0.4 Decrease swaystandmode BAR 1.89 to 1.71 Decrease swaycrouchmode DP-28 from 1,21 to 0,85 Decrease swaycrouchmode DP-28 from 1,21 to 1,00 Decrease baseconefire DP-28 from 0,5 to 0,4 Decrease swaystandmode DP-28 from 1,71 to 1,61 Increase swaystandmode DP-28 from 1,61 to 1,82 Increase camerarecoilup DP-28 0.9 to 1.2 - Flamethrowers +15% range - Flamethrowers +10% damage - Flamethrowers (if possible): Longer flames on the ground/walls - Flamethrowers (if possible): Flames bounce of walls - Flamethrowers (if possible): Flames creep around objects more - Offensive grenades: Damage increased from 150 to 170 - Offensive grenades: Fuse time decreased from 3 seconds to 2,5 seconds - Large grenades: Fuse time increase from seconds to 3,5 seconds - Snowballs: 10 per 'cartridge' rather than 1, mostly to improve reloading on ammocrates (now it restocks 1 at a time which lasts forever) - PMK-40 damage reduced from 90 to 80 (to avoid 1HK with badge)
  4. Reto.Hades

    Next round of weapon balancing

    It took 5 seconds to give it more ammo (giving it 10 per reload wasn't possible without more work, so we didn't do it). So why is it an insult? We did not spend 3 hours researching the snowballs to see if it was underperforming or not. I joined an event and we noticed we would run out of snowballs pretty fast, so I just threw it into trello to quickly change that as well. Don't really see why the responds on that needs to be so extremely negative. If we had put the same time we put into the snowball on doing some work on the maps, we maybe would have been able to load the program in which we create maps in the time we now took to change the snowballs. We would not even have been able to load the map itself in that time-frame. I will update the first post within the next hour, as we have made some changes. To explain a little bit, we actually decided to not nerf the DT-29, but keep it where it is, in stead we are going to slightly nerf the DP-28. We will also buff the MG-34 while slightly reducing the power of the MG-13. We want to make the MG-13 more like a real tier 1 weapon, while give the MG34 it's tier 2 position. The same with the DP-28 and the DT-29. This is actually the opposite of what I wanted to do first. We are not going to try and put the assault rifles on the same level as the Johnson and such. In stead we will simply keep them as better weapons. They still were overperforming a bit, looking at the other 'top tier' weapons. But we've stepped away from trying to balance the 'LMG' with the assault rifles. MG42 as stated before, will probably remain one of the top performers with the shortest TTK ingame. It certainly won't suddenly be useless, as some claim it to be. Pistols were buffed by 20% in a previous build, and get another 20% in this build. Meaning that in total the base RPM has been increased by 44% compared to build whatever before we changed the modifications. The poor performance of the AVS in hipfire is most likely for a large part due to the high 'randomness' of the gun. I expect the gun should be easier to use from the hip. The AR's are also less made around the idea they should be good in hipfire. This is mostly where smg's should be the dominating weapon.
  5. So initially we wanted to make a balancing patch in november, however this was pushed back due to a lack of time. Since then based on some discussions on the discord, I have made some additional changes to the earlier plans, which I will share here. Due to commentary about the difficult to use the AVS-36 I found out a pretty big difference in the 'camerarecoilvariance' of the AVS compared to the STG and M2 carbine. By changing this number, I expect players will have the feeling of 'more control' over the weapon again. These are for the most part now set in stone. Though there may be some very small number changes still. No vehicle changes yet, as I ended up with a bit more weapon changes than I initially thought I would. Unless something really crazy happens, vehicles should be up for the next balancing update later this year. The current update with be the 4th one we do since the start in 2019, to summerise: 1st update: More distinct weapon classes 2nd update: Smaller advantage modifications 3rd update: Smaller advantage badges 4th (current) update: Only individual weapon tweaks General focus: - Germany seems to be overperforming a bit, while the Soviets are a bit underperforming, the US tends to be in the middle - Heavy Machineguns see the biggest performance differences between factions - AR's are overperforming a bit - LMG's are underperforming a bit - Pistols are underperforming a bit - Flamethrowers are underperforming a bit Full list: Assault rifles: Increase range far for M2 carbine by about 1,1 to 1,3 (18%) Increase camerarecoilup M2 carbine from 1,1 to 1,26 (15%) Reduce swaystandmode STG-44 from 1,76 to 1,58 (-10%) Increase swaycrouchmode STG-44 from 1,36 to 1,42 (5%) Increase camerarecoilup STG-44 from 1,2 to 1,44 (20%) (some initial values were wrong in the trello board, but the changes remain the same) Reduce swaystandmode AVS-36 from 1,8 to 1,53 (-15%) Reduce swaystandmode AVS-36 from 1,85 to 1,6 (-15%) Increase swaycrouchmode AVS-36 from 1,25 to 1,34 (7,5%) Increase swaycrouchmode AVS-36 from 1,27 to 1,36 (7,5%) Increase camerarecoilup AVS-36 from 1,6 to 1,92 (20%) Reduce camerarecoilvariance AVS-36 from 0,18 to 0,13 (-30%) (this stat basically means random/unpredictable recoil) Reduce aimpenaltyperbullet AVS-36 from 0,65 to 0,59 (-10%) Results: - More upwards recoil all 3 weapons - Less sway while standing, more while crouched STG-44 - Less 'random recoil' and 'sway while firing' AVS-36 - Less sway while standing, more while crouched AVS-36 Bolt-action weapons: Below applies to: Karabiner 98, Springfield, Mosin Nagant - Reduce swaystandmode from 1,3 to 1,0 (-30%) - swaycrouchmode from 0,49 to 0,3 (-40%) - swaypronemode from 0,29 (springfield 0,32) to 0,15 (-50%) - camerarecoilup from 0,9 to 0,7 - camerarecoilright from 0,16 to 0,14 (0,163 to 0,142 springfield) Results: - Less sway - Less recoil Machineguns: Ribbon changes: - MG34 from LMG Assault level 5 to Infantry Assault level 9 - MG13 from Infantry Assault level 9 to LMG Assault level 5 - DT-29 from LMG Assault level 5 to Infantry Assault level 9 - DP-28 from Infantry Assault level 9 to LMG Assault level 5 Tier 3 machineguns HMG (MG42, MT, 1919): Decrease aimpenaltyprecisionmodifier MG42 from 0,5 to 0,425 Increase swaystandmode MG42 from 3 to 4 Increase swaystandmode MG42 from 3,5 to 4 Decrease swaycrouchmode MG42 from 2,1 to 1,7 Decrease swaypronemode MG42 from 0,7 to 0,4 Decrease ammoDamageMod MG42 from 0,740741 to 0,65 (wtf is that number ^^) Decrease Damagefar MG42 from 0,8 to 0,72 Increase upwards Recoil MG42 from 1,8 to 2,07 Increase sideward recoil MG42 from 0,4 to 0,45 Decrease aimpenaltyprecisionmodifier 1919 from 0,4 to 0,35 Increase swaystandmode 1919 from 3 to 4 Decrease swaycrouchmode 1919 from 1,7 to 1,45 Decrease swaypronemode 1919 from 0,8 to 0,45 Decrease ammoDamageMod browning 1919 from 0,85 to 0,81 (39 DMG) Increase upwards Recoil 1919 from 1,5 to 1,76 Decrease aimpenaltyprecisionmodifier Maxim Tokarev from 0,4 to 0,35 Increase swaystandmode Maxim Tokarev from 3 to 4 Decrease swaycrouchmode Maxim Tokarev from 1,7 to 1,45 Decrease swaypronemode Maxim Tokarev from 0,8 to 0,45 Increase upwards Recoil Maxim Tokarev from 1,6 to 1,7 Results: - MG42 from G4HK 3HK to G5HK 4HK - 1919 from G3HK 3HK to G4HK 3HK - More sway while standing - Less sway while crouched - Less sway while prone - More upwards recoil Tier 2 machineguns LMG (Johnson, DT-29, MG34): Decrease swaycrouchmode MG-34 from 1,15 to 1,05 Decrease swaypronemode MG34 from 0,75 to 0,6 Increase recoiltime MG34 0.1 to 0.08571 (600 RPM to 700 RPM) Decrease swaycrouchmode Johnson from 1,6 to 1,2 Decrease swaypronemode DT-29 from 0,86 to 0,6 Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Tier 1 machineguns Mixed (MG-13, BAR, DP-28): Decrease swaycrouchmode MG-13 from 1,36 to 1,02 Increase swaystandmode MG-13 1.76 to 1.83 Decrease baseconefire MG-13 from 0,41 to 0,37 Decrease swaycrouchmode BAR from 1,24 to 0,99 Decrease camerarecoilright BAR from 0,3 to 0,27 Decrease baseconefire BAR 0.45 to 0.4 Decrease swaystandmode BAR 1.89 to 1.71 Decrease swaycrouchmode DP-28 from 1,21 to 0,85 Decrease swaycrouchmode DP-28 from 1,21 to 1,00 Decrease baseconefire DP-28 from 0,5 to 0,4 Decrease swaystandmode DP-28 from 1,71 to 1,61 Increase swaystandmode DP-28 from 1,61 to 1,82 Increase camerarecoilup DP-28 0.9 to 1.2 SMG changes: Increase camerarecoilup PPD-40 from 0,43 to 0,46 Increase camerarecoilup PPSh-41 from 0,43 to 0,50 Reduce recoiltime PPSH-41 from 0,075 to 00706 (850 RPM) Decrease recoilvariance Thompson M1A1 from 0,18 to 0,15 Reduce camerarecoilup Thompson M1A1 from 0,5 to 0,45 Increase damageclose Thompson M1A1 from 1,03 to 1,04 (currently does 33,99 damage which gets rounded down) Reduce swaystandmode Mp40 from 1.45 to 1,35 Other changes: (flamethrowers might still change, but haven't yet, so crossed out for now) - All pistols +20% RPM - Flamethrowers +15% range - Flamethrowers +10% damage - Flamethrowers (if possible): Longer flames on the ground/walls - Flamethrowers (if possible): Flames bounce of walls - Flamethrowers (if possible): Flames creep around objects more - Offensive grenades: Damage increased from 150 to 170 - Offensive grenades: Fuse time decreased from 3 seconds to 2,5 seconds - Large grenades: Fuse time increase from 3 seconds to 3,5 seconds - Snowballs: 100% more ammo - PMK-40 damage reduced from 90 to 80 (to avoid 1HK with badge) - Snowballs: 10 per 'cartridge' rather than 1, mostly to improve reloading on ammocrates (now it restocks 1 at a time which lasts forever)
  6. Reto.Hades

    flamethrower is a terrible weapon and could use a buff

    The flamethrower is indeed underperforming, so we want to buff it a little bit. Right now the plan is to increase both it's range and it's damage, to give players less time to shoot back while being burned. I've also been asked by quite a few people on discord to see if we can increase the spread a bit. And perhaps make it 'bounce' of walls a bit. Meaning that when a guy is hiding behind a table, you can shoot at the wall behind him and it will kill him. I'm not sure if that is possible with our engine however, so I can't promise that we are able to do that. What we do notice, is that it's actually a pretty good weapon for 'bad players'. As it's very easy to use once you get close enough, but even then it's just not very effective.
  7. Almost everyone is on vacation next week, so I can't ask anyone for the details and I don't want to speculate I think I know what the goal behind it is, but seeing I'm not sure I just don't want to give false information. But I don't believe it has any impact on the action game at least, so don't expect a performance boost or anything. I understand that some people really enjoy those very long battles, but like stated it's very rare that battles actually last that long. Most 'long battles' don't go over 60-70 minutes with a very few exceptions. So I'm sure there will be some battles that will hit the 90 minute limit, but most don't. Most clan versus clan battles also don't take longer than 90 minutes.
  8. It's simply hardware limitations, it's not a decision based on gameplay so indeed no one asked for it. Those long battles take up a huge amount of data which needs to be assigned beforehand. Meaning, that we need to assign every battle enough data room as if it will last 10.000 seconds, even if it only happens one out of every 100 battles (I don't know the actual numbers, but it's very small) 90 minutes means we have to assign less data for the battles, which is somehow beneficial don't ask me the details I'm not technical enough. 90 minutes means a full hour of overtime, which is more than enough to finish most battles. The amount of battles that goes over the 90 minutes is extremely small. This change will hardly impact the game, but like stated is beneficial from a technical perspective.
  9. You always have the option to simply not use them they don't cost any equipment points or anything
  10. Reto.Hades

    AVS36 (Fix asap,please)

    Looking at the numbers, the AVS-36 indeed has more recoil and sway than the other weapons. That's not something I will deny or anything in that direction, when I open the stat sheets, it clearly shows it. However and I don't know why, the gun is performing very well. I personally don't like the gun at all, even when it was OP I didn't really like it. Then again right now I'm also using the Johnson over the Carbine as I just don't really like the carbine and it clearly shows the carbine is performing way better. I also prefer the MG-13 over the Johnson, which is also performing lower than then Johnson. So my own gameplay experiences, don't really match up with the reality. If I would balance purely on my own opinions and biases, it would probably be pretty good for the Soviets and United States, but not so much for the Germans. Which is exactly why I always take the stats as basis. If people say 'AVS has too much sway' and the AVS is underperforming, I know that it's the sway I need to balance it on. But when people say 'AVS has too much sway' but the AVS isn't underperforming at all, I won't reduce the sway, because apparently it performs good enough with the strong sway. I unfortunately don't know the exact number changes in the last update when it comes to the AVS-36, so I can't really say where the biggest changes have been to make it feel less powerful. But looking at just the k/d of the AVS-36, it hasn't actually changed. If I look at the average AVS score from may till now, it's actually 0,01 higher when I only look at october and november. Difference is though that the STG-44 and the M2 carbine went up in average score. The images I shared, are literally the weapon stats. I have removed the numbers and details, but those lines are screenshots from the stats, not something I made in paint of anything. I'm not actually supposed to share statistics like that and by showing these images I'm probably already sharing a bit more than I should, but I just wanted to show this to explain the reasoning behind it all.
  11. Reto.Hades

    Next round of balancing (november)

    Unfortunetly these changes won't be on live upcoming build yet, there were a bit too many other tasks to complete, so this was pushed back a little. Headshot multiplier will be in this month. The forum survey was voted upon a lot by double accounts. No this is what YOU want, not what 'the community' wants. Also stop with calling everything you don't like BS. I certainly do think you are a little kid if you think like that. We didn't have to do a poll, it would have been a lot easier for me and a lot less time consuming to just never do a poll. If you don't like the results that is too bad, but these are the results and you will just have to deal with that. I actually had the rules that at least 60% had to have voted 'change' to change anything at all. Less people voted on that, and we still decided to make a small change, which we figured would not really hurt the people who didn't want any change. The 2.0 vote on the forums was very heavily voted upon by double accounts. I doubt it would still have won had I gone through all the double accounts. I will close this topic until i know when we will go through with the weapon balancing changes. No useful feedback is really shared here anymore either way.
  12. Reto.Hades

    AVS36 (Fix asap,please)

    This was the result of the update we did in april: Yellow = AVS-36 STG-44 = red M2 carbine = blue This is the update we did in October: And this is how it looks since October until last Sunday: Back in march-april, the difference between the AVS-36 and the M2 carbine was about 28% on average. From april till october, the difference between the same two guns, was about 13%. The average difference now between the AVS-36 and the STG-44, is about 4%. Now let's add the Johnson in there, which is currently the best performing LMG (ignoring the FG-42, which is actually performing quite a bit better) This is once again about a 25% difference between the AR's and the LMG's. Which is a gap we wish to decrease, by moving the AR's down a little and the LMG's up a little. Also with in mind the performance of SMG's and HMG's. Which are about where we want them to perform. Sorry for using facts, how dare I.
  13. Reto.Hades

    AVS36 (Fix asap,please)

    In the last week, the AVS-36 had a higher average score than the M2 carbine. Overal there is almost no difference between the M2 carbine and the AVS-36. The STG-44 is slightly above it, but only by a very small margin. Assault rifles have never been so close to each other in terms of performance. There is absolutely no indication that the AVS-36 is a bad gun compared to the other two AR's.
  14. Reto.Hades

    Next round of balancing (november)

    I mean, statistics are literally always correct. That's why they are statistics, they are literally facts. Of course they can be influenced by all kinds of elements, but captured weapons have been taken out of the equation already, as those can only be used unmodded. That only veterans would use the weapon is also not the case, as I can see the use of the gun is not vastly different from the STG-44 or the M2 carbine. It's used less, but this is mostly due to the fact there are also less players. When I look at the ratio of players using it, it's on par. We can see on the range of the kills, that the AVS is not having issues shooting targets that are further away. And it overall just follows the same trajectory of the STG-44. I mean, you can repeat yourself as much as you want, it's simply not true what you are saying. And your arguement 'he doesn't play' is simply not true. I play the game plenty. 10-20 hours a week on average. But I deliberately don't balance the game too much on my own opinions. In my opinion, the M2 carbine is horrible. I don't like it at all. But the stats show that it's performing properly so I ignore my own opinion on that aspect. I deliberately, take stats over player experience, because my own experiences often do not line up with the stats. And then I can decide to push through my opinion, the opinion of 1 player, or I can look into the stats showing the experiences of tens or even hundreds of thousands. It doesn't mean the players perspective on weapons is wrong, a gun can just feel more difficult to use and despite not underperforming, still just doesn't feel nice, which is something we do try to address. This is the whole reason why I am reducing the sway. Sway is 'random' while recoil is more predictable. I have also received quite a few comment that state they prefer more recoil over more sway. Which is something I have taken into account. If I didn't care what players were saying, I would have just removed your (very hostile) comments and ignored it. However, I try to take my time to explain why I'm doing things. And I have often been influenced by reactions on changes. But that doesn't mean because you decide to just 'scream' and 'threaten' with not playing the game, I will simply forget about the statistics and completely focus on what you want. If every veteran gave up the AVS, and the only players left using it are 'random' players, it would actually point out the AVS is still overpowered, as these 'new players' are getting almost the same results as the mix of new players and veterans on other factions. So that arguement is not helping your case.
  15. Reto.Hades

    Next round of balancing (november)

    If you don't want to believe it that's up to you. But this is simply the truth. I play the game plenty, but that's irrelevant. My gameplay experience is entirely different from the experience from other players. Stats are based on the gameplay of thousands of players however and not based on the opinion of a few. AVS-36 is barely underperforming. If you don't want to play because of the balancing changes, that's a shame of course, but that doesn't suddenly make you right. We're not going to make a weapon OP because you won't play if we don't. I really also don't understand the problem here from the Soviet faction. Like I repeated 10 times, the Soviets are getting the smallest nerfs and the biggest buffs.