Staff Post Tracker


Staff Post Tracker

  • 13
    457
    3 hours ago, SirMrGuyHuman said:

    So the muzzle brake was still a post-war thing. If one argues that it was developed "during" the war, we could also add early AK prototypes, the RPD, and some other dumb German wunderwaffe prototypes. 

    It was used during the war under the name Hider, Flash, T23. Then after the war it was redesignated Hider, Flash, M3.

  • 13
    457
    2 hours ago, SirMrGuyHuman said:

    The one on top is supposed to be an M2 carbine, but it's just not.

    Both models are period correct.

     

    The M1 Carbine modeled here shows the very early production, with a highwood stock with an I-cut, a narrow 2 rivet handguard, early flip-sight, flat-cam slide with narrow arm joint, flat-bolt, push button safety, and narrow barrel band.

     

    The M2 Carbine model contains all the features of a late war production carbine, including upgrades made specifically for the M2. It is a low-wood potbelly stock with a oval sling cut (the pot belly stock was made for the M2 Carbine, since the addition of an autosear required the bridge of the stock to be cut, which reduced the strength of the stock. M2 stocks were therefore made fatter around the area that had been cut), wide bullnose 4 rivet handguard, adjustable sight (which was also introduced on the later M1 Carbines), angled cam slide with wide arm joint (the new design had a longer dweltime, the angled cam acted as a casing deflector, and the arm joint was strengthened as this turned out to be a weak point on the early M1 Carbines), round bolt (was made mostly as a cost reducing measure), switch safety (also featured on late M1 Carbines), wide barrel band with bayonet lug (again a feature found on late M1 Carbines), a three-notch magazine release to facilitate the heavier 30 round magazines, and of course a selector switch.

     

    The conical flashhider was developed in 1944 and saw testing under the designation Hider, Flash, T23. By April 1945, after some modifications, Headquarters, Army Ground Forces recommended that the modified T23 was adopted for the M2 Carbine.

     

    From the record of Army Ordnance and Development: “the basis of issue of this flash hider be one per Carbine, Caliber .30, T3 which is a part of the Sniperscope, M2, and one each to combat and combat support troops armed with the M2 Carbine”

     

    In August 1945 it was recommended that the flash hider was redesignated as the Hider, Flash, M3 which it was the following September, just after the war in the Pacific ended.

     

    After the war the flash hiders would be replaced by a muzzle brake/compensator designated the Recoil Check, M1. which reduced the recoil and muzzle climb, to make the M2 Carbine more controlable in full auto.

     

    2 hours ago, SirMrGuyHuman said:

    Notice the adjustable sights, the muzzle brake, and other peculiarities. This particular one is fitted with a night vision device, but there are examples without. 

    The M3 Carbine is quite specifically a scope-only carbine. The M3 designation refers to a specially build receiver that is not machined for a rear sight, but for a scope mount instead.

    The M3 Carbine was based on two previous scoped test carbine, the M1E7 Carbine and the T3, both having receivers that were specially machined for a scope mount rather than an iron sight.

    The final development of the M3 and it's approval happened toward the very end of the war in the Pacific, and the actual official adoption of the M3 Carbine happened the very day after Japan announced their surrender.

     

    This put an emidiate halt to all weapon contracts by US Army Ordnance, and the planned M3 Carbine production was stopped before it had really begun.

    Shortly after the war Winchester was contracted to change their already produced T3 carbines into the M3 carbine configuration, but since this was more of an upgrade of existing carbines rather than a new production, the exact configuration is a bit murky and the markings of the carbines were never changed from T3.

    In the end, Ordance would just designate the carbines that have had a fire selector switch installed as M3, while those without a selector would be designated T3.

  • 11
    435

    I am currently investigating this issue. If you are affected by high and low latency flip flopping or issues a-like please write to me here or on Discord.

    My dms are open 📭

  • 148
    7037

    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.

  • 148
    7037
    24 minutes ago, MarineScienceDude said:

    @Reto.Hades, you forgot to mention the PMK-40 change. And the large grenades' original fuse time?

     

    Fixed. Forgot to make the PMK's bold, so didn't copy them here either.

    all grenades were the same at 3 seconds.

  • 148
    7037

    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)

  • 148
    7037
    On 1/4/2021 at 7:48 PM, drhoops said:

     

     

    It's a facking joke.  With all the problems in this game, they actually considered weapon balancing snowballs.  It's an insult to players who love the game and want to see it succeed.  Just keep assaulting E line Town, boys.  Good news though.  You have 10 snowballs not one.  Ridiculous.

     

    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.

  • 148
    7037

    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)

     

     

  • 49
    1076

    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.

  • 32
    1029

    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.