Reto.Hades

Reto
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About Reto.Hades

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  1. Reto.Hades

    v 1.20.1

    We have not changed anything on how the badges work, as this most likely requires coding. Wherease the percentage changes are simply that, we change some numbers. I do want to see if we can make some more changes to the badges in what they actually effect. We have the airborne (if i'm saying the correct one) which decreases spawn time for planes. I want to see if we can do the same with the 'driver' and 'tank driver' badges (I might be getting the names wrong). But I don't know how much of a coding job this would be, or if it's also a flip of the switch. So it's something I will look into with the devs, but I don't have a timeframe on that right now. Regarding the hitbox of the head, we never said we couldn't change that one, what we can't change however is hitdetection. Which is something quite different. The change we made is mostly exclude the neck from the head hitbox. I don't believe the actual head was changed in any way, though I could be mistaken.
  2. Reto.Hades

    Gun sounds

    Hello Everyone, We are looking if we can update some gunsounds that could sound a little bit nicer. So in this topic, please let us know which INFANTRY gun-sounds you think could use some better quality. Note: - This is unrelated to 'directional sounds' or anything in that direction, as that is far more difficult to look into. - This is only about updating some 'base sounds' so to say. We are looking for example for feedback like: 'The BAR doesn't have a very good sound to it as it sound like BLABLABLA.' It is also useful information which weapon sounds you do like. For example 'I like like the MG42 sounds as it sounds very powerful'.
  3. Reto.Hades

    Next round of balancing (november)

    SMG's score about 45% kills in cqc M2 carbine is around 34% STG-44 is about 30% AVS-36 is about 30% MG's is between 28% and 33% Before the update the M2 carbine was about 40% cqc kills. Right now I don't think we'll change it further, but we may in a future build.
  4. Reto.Hades

    Next round of balancing (november)

    So without showing the numbers, these are the 4th, 5th, 6th and 7th best performing weapons at the moment (excl the FG-42, which is actually in 7th place, but due to the limited use and mostly by vets, is not good for comparison) Small note is that the most left stat is only based on monday and tuesday this week so is incomplete. On the right side, you can see how it was pre 1.20 and you can see that the difference between especially yellow and blue was massive. You can also see, that the 7th weapon is just nowhere near the other 3. We want to push up the performance of the LMG's a bit, to get closer to that of the AR's. Meanwhile, the AR's are to close to the HMG's. I don't know why the SMG's keep being mentioned, because those have absolutely nothing to do with these changes. We want to push the STG-44, the AVS-36 and the M2 carbine down a little bit in performance, the STG-44 and M2 carbine we want to push down a little bit more than the AVS. Meanwhile we want to push up the Johnson, MG-13 and Dp-28 a little bit. The MG-13 and the DP-28 a little bit more than the Johnson. Interesting thing about the MG-34 and the DT-29, is that the DT-29's stats are for a large part actually worse than the MG-34. So it it possible it also has to do with useage. Where the MG-34 is used by lesser skilled players than the DT-29. As the difference between the MG-42 and the MG-34 is much bigger than the difference between the DT-29 and MT. I kept the changes to the DT-29 really limited. Adjusted changes are as followed: Increase upwards Recoil Maxim Tokarev from 1,6 to 1,7 (reduced from 2,0) Increase upwards Recoil MG42 from 1,8 to 2,07 (reduced from 2,3) Increase upwards Recoil 1919 from 1,5 to 1,76 (from 1,98) Decrease swaycrouchmode MG-34 from 1,15 to 1,05 (buff) Increase camerarecoilright DT 29 from 0,3 to 0,32 (nerf) Increase camerarecoilup DT-29 from 1,1 to 1,2 (nerf) Decrease baseconefire DP-28 from 0,5 to 0,4 (buff) Decrease swaystandmode DP-28 from 1,71 to 1,61 (buff) Decrease baseconefire MG-13 from 0,41 to 0,37 (buff) Decrease swaycrouchmode BAR from 1,24 to 0,99 (buff) Decrease camerarecoilright BAR from 0,3 to 0,27 (buff) Increase swaystandmode M2 carbine from 1,25 to 1,35 (nerf) Increase swaycrouchmode M2 carbine from 1,05 to 1,1 (nerf) Increase camerarecoilup M2 carbine from 1,1 to 1,21 (from 1,27) Increase swaycrouchmode STG-44 from 1,36 to 1,42 (nerf) Increase camerarecoilup M2 carbine from 1,2 to 1,38 (from 1,44) Reduce swaystandmode AVS-36 from 1,8 to 1,62 (from 1,66) Increase swaycrouchmode AVS-36 from 1,25 to 1,31 (nerf) Increase camerarecoilup AVS-36 from 1,6 to 1,84 (from 1,8) Reduce aimpenaltyperbullet AVS-36 from 0,65 to 0,59 (buff) (this relates to sway per bullet, which is very similar to recoil, but more random) This comes down to: M2 carbine accuracy standing stays the same, accuracy crouch stays the same, 10% more recoil STG-44 accuracy standing increased by 10%, accuracy crouch reduced by 5%, 15% more recoil AVS-36 accuracy standing increased by 10%, accuracy crouch reduced by 5%, 15% more recoil, aimpenaltyperbullet reduced by 10% The Dp-28 also gets 30% lower sway modifier while crouched, while Johnson and MG-13 have a 25% lower modifier. I have also reduced the recoil for the machineguns a bit, to 15% rather than 30%. Which I think may have been a bit excessive. The MT's recoil increase is even a bit lower than the other 2. Which with the sway changes, will probably mean the MT will start performing a little bit better. I've decided not to make changes to the SMG's in this build, the thompson is not underperforming as much as I initially thought, I will probably want to make it a little closer in a future build, but for now it's fine where it is. I find it hard to predict how the AR's will be effected exactly, for the m2 carbine it's obvious of course, but for the other 2 I find it a bit more complicated to predict the exact effects. AVS-36 will certainly have the smallest nerf and it may (though I hope not) may even be a small buff. As last note, the sway for AR's is reduced by only about 10% when crouching, while it's reduced by almost 40% with LMG's. Which hopefully makes the MG-13, Johnson and DP-28 more interesting to use especially on range. I may make some more small tweaks, but for the most part these should be all the changes to infantry weapons. I will think about increasing the damage on flamethrowers a little bit as suggested by Schili.
  5. Reto.Hades

    fix the game

    The two weapons that seem to be used as 'captured weapons' the most are the MG42 and the AVS. Though with the last patch the AVS is not dominating the AR rifles anymore. STG-44, M2 carbine and AVS are pretty equal right now in terms of output. It's interesting because the 'nerfs' we did to the M2 carbine has actually buffed it's performance quite a bit. AVS performance has stayed about the same.
  6. Reto.Hades

    Next round of balancing (november)

    Well, like I have said before there were 3 elements I really wanted to 'overhaul'. - The classes - The modifications - The badges And the badges will be changed probably still this week. Meaning that the 3 largest stages are done by next week. Statically, the balance has massively improved, we used to see for example that the MG-13 was getting 40% higher scores than the Johnson. This is no longer the case, even the MG-42 is not over performing as much as I expected at first. It's over performing still, but not as much as I feared. This is mostly due to the fact that the Maxim Tokarev and the 1919 have also started performing a little bit better. Mostly the Maxim Tokarev is still a bit underwhelming compared to the other two though, which is why we are nerfing the damage of the other 2, but not of the MT. We also notice the gap between HMG's and the AR's is not big enough, while the gap between LMG's (MG-13 etc.) and the AR's is too big. So we want to slightly nerf the AR's, while slightly buffing the LMG's. We are decreasing the sway while standing for the AR's, as this fits in the plan to make them 'mobile'. While the LMG's, which are less mobile, get a buff when crouching. This way we don't have to put more emphasis on bipods, but strenghten their 'less mobile' behaviour. That is currently the way we're trying to differentiate the LMG's (MG13, johnson, Dp-28) and the AR's (m2, AVS, STG). AR's are better when standing and moving, LMG's are better while crouched. I could in theory make more changes to stats like 'sway while moving' but I did not want to take such a huge leap in one go. Also, like stated, the AVS is not being changed because of it's unmodded performance. I'm mostly basing it on modded weapons, as those are used by the faction itself. MG42 and AVS-36 are still the most used captured weapons it seems, or at least the weapons that are used without modifications the most.
  7. Reto.Hades

    Next round of balancing (november)

    This 'useless gun' is the 2nd best performing weapon unmodded and the 6th best gun modded (the 3 MG's and the 2 AR's being above it). It is in no way underperforming compared to the other Assault rifles, It's slightly below it yes, which is why we are giving it less added recoil than the other 2. Of course, unmodded is a lot of captured weapons, but even by that logic it certainly is not a bad gun. It's getting a 12,5% increase in recoil, while getting a 10% sway reduction while standing. The recoil is only up, the sway is also sideways and other directions. I don't know how big the effect will be exactly, but this is already barely a nerf, if not a small buff even, as you cannot control sway but you can control recoil, espesially if it only goes up. The other two are getting a 20% increase in recoil, which should be a much more noticeable difference.
  8. Reto.Hades

    Next round of balancing (november)

    This update: MG42: Less sway, except when standing 1919: Less sway, except when standing Maxim Tokarev: less sway, except when standing AVS: Less sway M2 carbine: More sway STG-44: less sway Johnson: less sway MG-13: less sway MG-34: less sway DT-29: less sway DP-28: less sway Springfield: less sway Kar98: less sway Mosin: less sway
  9. Reto.Hades

    Next round of balancing (november)

    MG42 and 1919 are both getting a damage reduction, MG42 is also getting a larger recoil increase than the other 3. This is on all accounts a buff for the MT compared to the other 2 MG's. M2 carbine is actually becoming less accurate, while both the STG-44 and AVS-36 are becoming more accurate. Also, the AVS gets a smaller recoil increase than the other 2. So again, a buff for the AVS in comparison to the other 2 AR's. These changes if anything are pro-Soviet faction, so I'm really not sure what you guys are complaining about. These changes also have absolutely nothing to do with the performance of SMG's.
  10. Reto.Hades

    Next round of balancing (november)

    In theory, this is exactly why we make the change. To be completely transparent, in theory we want players to buy weapon X, and then buy weapon Y because weapon Y is better than X. Now, even better is buying X, then Y and then Z. But with these weapons, I'm setting it a bit more up to be in the direction of you buy X, and then get to choose between Y and Z. Of course you can skip it by picking up weapons from the ground, but that is the general set-up. The DP-28 is a better weapon than the DT-29, and the MT is also better than the DT-29. Because of that, there is no reason to buy weapon Y (DT-29) after buying X (DP-28) Now the DP-28 can already play on the highest level, so simply buffing the DT-29 is not really an option. So we rather put the DT-29 on the lowest level and then nerf it a little bit, so it fits better with the MG-34 and the BAR. Giving players the option to eventually update to the DP-28 or the MT.
  11. Reto.Hades

    Next round of balancing (november)

    MG's: Tier 1: MG34 (HMG), DT-29 (HMG), BAR (LMG) Tier 2: MG-13 (LMG), DP-28 (LMG), Johnson (LMG) Tier 3: MG42 (HMG), MT (HMG), 1919 (HMG) This way tier 2 is LMG tier, tier 3 is HMG tier. And tier 1 is a bit mixed, due to the US having 2 LMG's and 1 HMG, while the other 2 factions have 1 LMG and 2 HMG's. Pistols is something that I need to go back to at some point, to also make individual changes. But from all the weapon groups, they are simply the least important. I really want to move more towards the vehicles for the coming time. I could perhaps add another 5%, to put them even closer to their old numbers, but this should be pretty good already, espesially because they have less sway and recoil when modded now.
  12. Reto.Hades

    Next round of balancing (november)

    No you're correct, sorry The stats for the K98 were from war btw, where it was performing a lot better as well than those of the other 2 factions. But it's very possible the germans just have a higher percentage of veteran players and therefore more with heavy set gold.
  13. Reto.Hades

    fix the game

    The AVS-36 is indeed the bottom one, but like I said by a 3% difference. Interestingly enough, the AVS-36 has a higher k/d unmodded than modded. Perhaps there are still a lot of people that used it as captured weapon though, which tend to be the better players. Soviets however are not underperforming at all, They dominate the SMG scene and the DP-28 and DT-29 are also performing better than their counterparts. The MG-42 and 1919 will get some minor nerfs, which should improve the position of the MT a little bit.
  14. Reto.Hades

    fix the game

    The funny thing is, when you say 'fix the carbine' I do not know if you find them OP or UP, because I often get completely opposite reactions based on who I ask . What I can say is that before the last balancing update, the M2 carbine was performing way below the AVS and also below the STG. Since the patch it has been performing a lot better and is now actually just above the AVS and STG, though by a very small margin. (about 3%) Right now the differences between weapons of the same class are very close to one another, the only place where this is not the case, is the MG-42, 1919 and Maxim Tokarev, which have a pretty large gap in between them. We hope to address this in the next build.
  15. Few notes: - Work in progress - I have not yet looked into vehicles + anti-tank weapons, which I do also want to look at for this build. - While the list of changes may be very long, you will notice these are all individual stats (except pistols) for individual guns, the changes are very small compared to the previous patches, a lot of changes also are 'counters' to other changes (+20% recoil -10% sway f.e.x.) - Infantry weapon list below should be pretty much done, I might change some things but I don't plan to make a lot more changes than this, unless I notice a lot of feedback on a certain topic. To do list: - Short look at other weapons to make sure I haven't missed anything - Anti-tank weapon changes - Tank changes Will not do: - Planes - Recon vehicles Assault Rifles: Increase range far for M2 carbine by about 20% (buff) Increase camerarecoilup M2 carbine from 1,1 to 1,27 (nerf) Reduce swaystandmode STG-44 from 1,76 to 1,58 (buff) Increase swaycrouchmode STG-44 from 1,36 to 1,42 (nerf) Increase camerarecoilup STG-44 from 1,2 to 1,38 (nerf) Reduce swaystandmode AVS-36 from 1,85 to 1,62 (buff) Increase swaycrouchmode AVS-36 from 1,25 to 1,31 (nerf) Increase camerarecoilup AVS-36 from 1,6 to 1,84 (nerf) Reduce aimpenaltyperbullet AVS-36 from 0,65 to 0,59 (buff) Machinguns: Swap ribbon levels of: MG13 with MG34 Swap ribbon levels of: DP-28 with DT-29 Decrease aimpenaltyprecisionmodifier MG42 from 0,5 to 0,425 (buff) Increase swaystandmode MG42 from 3 to 4 (nerf) Decrease swaycrouchmode MG42 from 2,1 to 1,7 (buff) Decrease swaypronemode MG42 from 0,7 to 0,4 (buff) Decrease ammoDamageMod MG42 from 0,740741 to 0,625 (wtf is that number ^^) (nerf) Decrease Damagefar MG42 from 0,8 to 0,72 (nerf) Increase upwards Recoil MG42 from 1,8 to 2,07 (nerf) Increase sideward recoil MG42 from 0,4 to 0,45 (nerf) Decrease aimpenaltyprecisionmodifier 1919 from 0,4 to 0,35 (buff) Increase swaystandmode 1919 from 3 to 4 (nerf) Decrease swaycrouchmode 1919 from 1,7 to 1,45 (buff) Decrease swaypronemode 1919 from 0,8 to 0,45 (buff) Decrease ammoDamageMod browning 1919 from 0,85 to 0,8 (nerf) Increase upwards Recoil 1919 from 1,5 to 1,76 (nerf) Decrease aimpenaltyprecisionmodifier Maxim Tokarev from 0,4 to 0,35 (buff) Increase swaystandmode Maxim Tokarev from 3 to 4 (nerf) Decrease swaycrouchmode Maxim Tokarev from 1,7 to 1,45 (buff) Decrease swaypronemode Maxim Tokarev from 0,8 to 0,45 (buff) Increase upwards Recoil Maxim Tokarev from 1,6 to 1,7 (nerf) Decrease swaypronemode MG34 from 0,75 to 0,6 (buff) Decrease swaycrouchmode MG-34 from 1,15 to 1,05 (buff) Decrease swaycrouchmode MG-13 from 1,36 to 1,09 (buff) Decrease baseconefire MG-13 from 0,41 to 0,37 (buff) Decrease swaypronemode DT-29 from 0,86 to 0,6 (buff) Increase camerarecoilright DT 29 from 0,3 to 0,32 (nerf) Increase camerarecoilup DT-29 from 1,1 to 1,2 (nerf) Decrease swaycrouchmode DP-28 from 1,21 to 0,96 (buff) Decrease baseconefire DP-28 from 0,5 to 0,4 (buff) Decrease swaystandmode DP-28 from 1,71 to 1,61 (buff) Decrease swaycrouchmode BAR from 1,24 to 0,99 (buff) Decrease camerarecoilright BAR from 0,3 to 0,27 (buff) Decrease swaycrouchmode Johnson from 1,6 to 1,22 (buff) Bolt-action rifles (k98, springfield, Mosin): Reduce swaystandmode from 1,3 to 1,0 (buff) swaycrouchmode from 0,49 to 0,3 (buff) swaypronemode from 0,29 (springfield 0,32) to 0,15 (buff) camerarecoilup from 0,9 to 0,7 (buff) camerarecoilright from 0,16 to 0,14 (0,163 to 0,142 springfield) (buff) Kar98 is performing a lot better for some reason than the other 2, cannot figure out why. May be skill-related, so we won't make any changes there Other: Increase range Flamethrowers by 10% (buff) Increase RPM (all) pistols by 20% (40% in total compared to pre 1,20) (buff) Reduce PMK damage further to below grenadier badge 1HK damage (about 85) (nerf) _____________________________________________________________________________________________________________ Little bit of explenation: - MG42 will require 1 more bullet against both heavy set and non-heavy set players (still by far fastest TTK of any automated weapon in the game) - 1919 will require 1 more bullet against heavy set - aimpenaltyprecisionmodifier is a modifier for the precision while aiming down sights, which influences all three stances - MG42, 1919 and MT will be more difficult to use while standing (+30% recoil + 10% sway) - MG42, 1919 and MT will have less sway, but more recoil when crouched (+15% recoil, -25% sway) - MG42, 1919 and MT will have less sway, but more recoil when prone (+15% recoil, -40% sway) - MG34 and DT-29 are worse versions of the MG42 and MT make more sense as tier 1 - MG13 and DP-28 are 'different working' weapons and make more sense as tier 2 - Assault rifles are overperforming a little bit compared as a weapon class and are a bit too much alike as the LMG's (Mg-13, Johnson, DP-28) - They get a 20% recoil up increase to simply reduce their effectiveness a bit - They get a 10% sway decrease while standing small counter to slightly counter the increased recoil - LMG's get a 20% sway decrease while crouched to make them more effective while crouched, but to not increase their mobility. The numbers game: - Buffs: 25 - Nerfs: 15 Final note: Feel free to share feedback about tanks here if you think someone is an absolute must to be changed