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 Post subject: [STM] STM's Random Subvein stuff
PostPosted: Mon 10 Dec 2012, 14:47 
Walking Encyclopedia
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This thread is just for me to dump random things I'm doing related to Subvein out of boredom, maybe commentary on aspects of Subvein. I put it under tips and tricks, so it won't get lost + I might give some tips of my own within this thread.

Bencelot's Outbreak/Campaign Statistics

STM's Weapon Mod
Evlesoa's Original Weapons.ini
Gangsters deal 25% damage(knife deals 10%).

Bunch of Tables & Damage Calculator
Weapon Modding Guide

OLD WM LINKS
Outdated Concept
0.7 Weapon Mod

SKILL/WEAPON STATS TABLE
http://geneshift.net/game/skillstats.php
http://geneshift.net/game/weaponstats.php
?version=0730 ?version=0740 ?version=0900 ?version=0910 ?version=0920 ?version=0930
?version=0935 ?version=0936 ?version=0937 ?version=0938 ?version=0940 ?version=0950
?version=0960 ?version=0970 ?version=0980 ?version=0990 ?version=0991 ?version=0992
?version=0993 ?version=0994 ?version=0995 ?version=0996 ?version=0997 ?version=0998
?version=0999
Skills Table
Weapons Table
Skills Table (Outbreak)
Weapons Table (Outbreak)

Version 0.990 Skill Stats

My Skill Stats
My Weapon Stats
My Skill Stats (Outbreak)
My Weapon Stats (Outbreak)

Evlesoa's SuperWeaponZ Mod thread

Some awesome fanart
Illusion aka m0rb1d's depictions of Subvein players

Thread will be updated overtime whenever I feel like it.

[[STM's Guide to Making a Build]]
Subvein Mechanisms
Reset Tokens
Weapon Modding (outdated) & Evlesoa's Original Weapon Mod


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Credits to Illusion aka m0rb1d for making this art for me!
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Credits to Affle for this new version of Illusion's art!

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Too perfect not to save.

Bazooka Comic
Players online Comic

Latest XPFarmer Map (11/03/2016)
Attachment:
File comment: 11th March 2016
for Mutant Factions v0.994

XPFarmer.sub [8.66 KiB]
Downloaded 69 times

Play in Stealth game mode. Outbreak only awards 2000-4000 souls at most for around 6-8min, with 75% efficiency.
Playful - 5000 souls; 10min
Standard - 7500 souls; 15min
Hardcore - 10,000 souls; 20min
Insane - 15,000 souls; 30min
1 soul roughly = 1 XP, though you'll find yourself to often be short of about 18%. You need 500,000 XP to be level 50 (max). You'll probably need to farm for 1180min (19 hours 40min) to fully level up assuming for 18% inefficiency. Do the math and decide for yourself which difficulty is most worth it for you.
EDIT: Bence is going to add an XP rate restriction. However, thanks to Asterparity who suggested Venom Shot 3 + Infection 5, there is now a way to make parasites do the work for you, letting you leave the game running for XP for a while; it isn't actually able to perpetuate itself endlessly. A bit hard to do, but the trick is to make the front row die before the back row.

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Last edited by STM1993 on Tue 25 Apr 2017, 10:18, edited 39 times in total.

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 Post subject: Re: STM's Random Subvein stuff
PostPosted: Mon 10 Dec 2012, 15:05 
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Builds
Note: Z to cast F3. 6 also casts F2. F3 cycles forward.
Quickmatch Suggestions.
Album Format 16-06-2016 for v0.995.

New Builds
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I decided to make some new builds that shouldn't be too active-intensive. These are all L50 builds but I'll be sure to make a minimum level.
A1-50) Active Raptor; very versatile build, but has a lot of actives; hard to control.
B2-50) BASTARD; uses Vamp5+SC5 Blade Fury Blackhole; primarily a specialized knifing/uzi build.
C3-50) Fat BT Mage; Nrg5+BT1, can fall back on Vamp2 Frenzy1 for anti-car & survival, or even Lasing Orb.
D4-43) MinL40 - Cyber Sniper; uses Energize5, Lasing5, Shockwave5+MV3, Plasma3+Firestorm2. Has Venom2 & Regen3 too. MinLvl sacrifice C.Syn10. (switch SW & Plasma skill slots, change Invis2->Inv1+Dsh1)
E5-40) .
F5-38) .
G6-36) .
H7-18) MinL20 - Frenzy Rush Build; Vamp3, Frenzy1, Clip1, Focus5, ML2, AA3+. Probably the most powerful Physical build you can make, other non-Phys skills are just utility mostly for chem/conquest warfare. I'm aware the points can be spent more efficiently but I can't control so many skills at once or additional skills would weaken the build. (alternate version for Mental section)
===
RAPTOR Builds:
1) Weird; this one has BT1 ST3, VS3 Inf3.
2) Original; this one is the most efficient, but should probably change the synergy elsewhere.
3) MivLvl33 Radiate; this one has Rad to scout out invisibles.
4) MinLvl40 Blade; this one emphasizes BF5+ST5 and lacks defense.
5) Mental Stalker; non-5 phasic, emphasis on Inv5 Dash5.
6) Dash5 Classic Gunner; this one has Vamp 2, Dash5
===
MinL40 - SR5+ML5+Fcs5 Gunner; built to use Focus5 with no BG, so I can use AK/MGs without Barrier. Waiting for Bence to make SR give barrier accuracy, MinLvl probably sacrifice SR5->4 and SW4->3.
MinL38 - BT1+Nrg5+SC4 Cyber Artillery; built to use BT to 1-shot enemies at a distance. Can fall back on Lasing should BT not work, but has a lot of SC and only LO2. MinLvl will sacrifice M.Syn2 and all Phys points except BG2.
===
Pure Phys Reflector; idea is to use Rag+Stag against the enemy, and then FF up to reflect it back at them.
Money Lord; uses Nrg5+Focus5+ML1 for super accuracy with tier-1 weapons, and Energize for cash & bullet speed.
Bloody Lasing Build; a very specialized yet versatile barrier pure MG build, based on Aster's.



Level 50 A: BladeVenom
All about Blade Fury. Failing that, use as a DOT build or going Frenzy.
Vamp 3+2
FZ 1
CM 1
AA 3
ML 3
Rad 3
Stg 3
FF 3

Rgn 2
Inv 1
Dsh 3
DD 3
BF 3+2
BH 3
TP 2
VS 2
Inf 1

SC 1
Nrg 1
Phsc 3
SW 2



Level 50 B: Heavy
Built for tanking & capturing control points.
(Old variant)
P.Syn 10
Vamp 3
BG 2
FF 3+2
BB 1
Fcs 3
FZ 2
CM 1
Rad 3
Stg 1
AA 3+2
ML 3

SR 3+1
Nrg 3
SW 1
BT 3
SS 2
LO 3



Level 50 C: Back2Basics
Mostly actives build for veterans.
Old variant with SR5.
P.Syn 10
FF 3+1
AA 2
ML 3+2
FZ 1
CM 1
Rad 3

M.Syn 5
Rgn 0+1
DD 3
VS 3
Inf 3
TP 1

SR 3+1
Nrg 1
PB 1
FS 3
SW 2
MV 1
LO 1



Level 41 D: Orby-One Kenorbi
Cybernetic mage.
Inv 1
Dsh 3
BF 1
ST 2
VS 1
DD 2
TP 0+1

C.Syn 5
SR 3+1
SC 3+1
LO 3
Nrg 2
Phsc 3
PB 3
FS 2
SW 3+1
MV 2



Level 40 E: Phazer
Optimized for Mobile CQC.
FF 3

M.Syn 10
Rgn 3+2
BF 1
ST 3
VS 3+1
TP 1

C.Syn 10
Nrg 1
Phsc 3+2
SW 1



Level 37 F: Sniper
Built for sniping, but can also shotgun+BF if needed(can't pistol if BF is on anyway).
Rgn 2
Inv 3
Dsh 1
TP 3+1
BH 1
SB 3
BF 1
ST 2
VS 1

C.Syn 5
SR 2
Nrg 3
PB 1
FS 3
SW 2
MV 1



Level 36 G: Charger
Physical build with good mobility & damage.
Vamp 2
FF 3
Rad 3
Stg 1
Fcs 3+2
ML 3
AA 3
FZ 1
CM 1

Rgn 1
DD 1
Inv 3
Dsh 1

SR 3
Nrg 1
PB 1
FS 3
SW 2
MV 0+1



Level 18 H: Parity
A mobile Lasing build.
Vamp 3
BG 1

SR 3
LO 1
Nrg 3
Phsc 3
PB 1
SW 1
BT 2
SS 0+1

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Last edited by STM1993 on Wed 19 Apr 2017, 03:03, edited 321 times in total.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Mon 10 Dec 2012, 16:40 
the one and only
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Sorry to interrupt but what about players standing on cars / the DeathTruck™?

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Tue 11 Dec 2012, 15:14 
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OLD Builds
Note: Z to cast F3. 6 also casts F2. F3 cycles forward.
Level 100 A: Vehicle Engineer
Very unusual build that is optimized for tanking & destroying cars, perhaps even using cars. Notes: Vamp doesn't reduce damage dealt to cars but still regains HP. Radiate does full damage against Pickup/Flatbed special seats.
Vamp 10+5
BG 10+1
FF 1
BB 3
Rad 6
Fcs 10
AA 10
FZ 10

Inv 4
DD 5
BF 1
ST 10+1
TP 0+1

SC 1
SW 1
PB 10+1
FS 7
BT 1
SS 0+1



Level 100 B: Frenzerker
Pure Frenzy build, meant for bigger games. Avoided parasites because of inconsistency. Weak without Frenzy and slightly slow compared to most Frenzy builds, but potentially much harder to kill.
Vamp 10
BG 0+1
FF 8
BB 6
Fcs 10+5
FZ 7
CM 10+1
Rad 9
Stg 1
AA 9

Rgn 0+1
DD 10
Inv 5
BH 5
TP 0+1

PB 1
SR 1
SC 7
Nrg 1
SW 0+1



Level 85 C: Orby-One Kenorbi
Full Cybernetic - Mostly for mid range supporting firepower or defending a key location in team games, but can also roam and then summon a full-powered Lasing Orb to himself.
Fully-leveled: True Mage.
Fcs 5

Rgn 0+1
DD 5
Inv 1
Dsh 10
VS 4
TP 0+1

SR 8
SC 10+1
LOrb 10+5
Nrg 1
PB 4
FS 6
BT 10
SW 10
MV 1



Level 70 D: Sniper The Man
Mental-based sniper. Built for efficiency without sacrificing stealth. Has several escape mechanisms. Can be converted into Mental CQC.
Fully leveled: Won't be easy to catch him, every 6th shot is non-phasic.
FF 10
Rad 0+1

Rgn 10
Inv 10+4
Dsh 3
BF 1
ST 6
TP 9
VS 1

SR 1
Nrg 10
Phsc 5
PB 1
SW 1
MV 0+1
BT 1
SS 0+1



Level 66 E: BASTARD v5
FF+BH knife build. If can't knife, can at least Frenzy or Barrier tank.
Fully leveled: A true Nightmare. Has Parasites as a backup.
Vamp 3
FF 10
Rad 7
Stg 0+1
AA 0+1

Rgn 1
DD 10
Inv 3
BF 1
ST 4+3
BH 10
TP 1

SR 2
SC 10
Nrg 1
SW 2+1
BT 1



Level 53 F: The Human
Uses only actives and no passives (except Energize). Highly focused on using active tricks to survive.
Fully leveled: The Survivalist
FF 10
Rad 10
Stg 0+1
AA 0+1

Inv 1
BH 9
VS 10+1
TP 0+1

SR 1
Nrg 5
PB 4
FS 1
SW 2
BT 0+1



Level 55 G: Physical Vampire
Vampirism/Radiate-based Physical build, rather than a Frenzy-based build.
Fully-leveled: Tanky! Can be converted to BSTARD.
Vamp 10+2
Fcs 10+2
Rad 9
Stg 10
AA 1

Inv 1

SR 1
SC 8
PB 1
FS 1
SW 2+1
BT 1

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Last edited by STM1993 on Fri 11 Sep 2015, 22:52, edited 18 times in total.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Wed 12 Dec 2012, 01:26 
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STM1993 wrote:
Your visual range is a circle; the length stated above is the radius. Note that the above stated length is on level ground. You'd obviously see further if you are on higher ground.


This isn't quite true. Your vision range is actually a rectangle, and you can see further left and right than you can up and down. You can see furthest at a diagonal. I think the values you've posted there are how far you can see horizontally.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Wed 12 Dec 2012, 12:25 
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I always thought Subvein maps could use more than simple walls and boxes, though admittedly there's only so much we can do with the map editor. Put those healing tiles to use, place some ramps, maybe areas that are worth controlling. Instead of a 5m tall tower, I thought of a pillbox.

Since Subvein doesn't have only-players collide walls, I had to improvise:
* Outermost tiles 4m high.
* Green tiles 3m high. Smoothing.
* Brown tiles 2m high. Smoothing.
* Tan tiles 1m high. Smoothing.
* Dark grey tiles are 0m ground, no smoothing.

Very effective fort. Walk up to the green tiles and you can fire at your enemies. When they retaliate, you can back down to safety quickly. As long as you stayed low, it is 100% bulletproof from ground level even if you phantom jumped or sat on top of a car. Jumping from a car to shoot also doesn't work; even if it did, it would be a very rare case with very precise angles. Furthermore, it can be placed into the map facing one direction, so the enemy team can't use it against you, or be placed as a central pillbox that can be climbed in with 2m boxes just outside its outermost walls.

I had hoped that all explosives including Plasma Ball could act as a good flush against the pillbox, but the walls are too thick and high in general, limiting it to nade lobbing. Maybe its good that it has some level of protection against explosives on the ground level; if every pillbox can be easily dealt with by simple explosives then it doesn't have much value. If its really an issue, the pillbox can have healing tiles. This would be an excellent place for Cybers to settle in with their long ranged weaponry.

The most effective ways to deal with these pillbox campers are probably Torpedoes(I think the explode range is large enough), sneaky Mentals (now something useful in team games!) and parts of the map with higher height than the pillbox walls.

Phantom jumps let you jump onto stuff that is 2.5m higher than you, otherwise you can only jump 2.25m. You can walk up cubic tiles that are up to 1m high without having to jump on them. Your player shoots bullets at a 2m height.

I have tried to use the smoothing effect to reduce the pillbox size, but unfortunately it makes the pillbox have jagged movement (also the reason why I added smoothing to the 1m boxes even though its not necessary) or require jumping. I also can't use shorter walls than 4m else the bullet protection isn't very effective if someone decides to jump while on top of a car to shoot down someone in the center of the pillbox.


In case you're wondering, yes, I'm thinking of making maps again.



Tested the pillbox heights and finalized its design, heavily editted the previous post. Chross, your answer lies there: it protects against them too.

Ever wondered what's your vision range?
Horizontal:
* Zoom 100 = 46m
* Zoom 175 = 62m
* Zoom 250 = 77m

Vertical:
* 100 zoom = 32m
* 175 zoom = 43m
* 250 zoom = 54.25m

Diagonal:
* 100 zoom = 32.5 tiles (46m)
* 175 zoom = 43.5 tiles (62m)
* 250 zoom = 54 tiles (77m)

Your visual range is a rectangle. Note that the above stated length is on level ground. You'd obviously see further if you are on higher ground.

Here's a diagram I made with the map editor:
Image

bencelot wrote:
STM1993 wrote:
Your visual range is a circle; the length stated above is the radius. Note that the above stated length is on level ground. You'd obviously see further if you are on higher ground.


This isn't quite true. Your vision range is actually a rectangle, and you can see further left and right than you can up and down. You can see furthest at a diagonal. I think the values you've posted there are how far you can see horizontally.

Hmm, I supposed I jumped to conclusions without checking the vertical one there.

Came back from work: Confirmed, its a rectangle. Values and a diagram above to prove. Heck, even the minimap shows a rectangle. Makes me wonder why the visual range isn't a circle though.

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Last edited by STM1993 on Tue 13 May 2014, 00:32, edited 1 time in total.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Wed 12 Dec 2012, 18:30 
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Because computer monitors are not round ;)

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Thu 13 Dec 2012, 06:15 
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chross wrote:
Because computer monitors are not round ;)

Well, you can always add a fadeout/fog effect to parts that are out of the circle, though it might not look very good that way. Oh well, at least this rectangle thing is something to design around in maps.

New map design thoughts (1):
So far I've been thinking a map design, made a few drawings on a piece of paper. Given the way the map editor is, its far better for me to plan out the whole map before getting down to it. These are some thoughts/pointers I'm having at the moment:

* Should not be able to car rush to the flag. Once near the enemy base, you must be forced to leave your car behind.
* Bases should have 3 paths, which then diverge with links as they expand outward to the center, then converge to the other base. There should be viable reasons to take various links.
* Flag to be placed outside of player spawn, separated by a small obstacle, but nearby so it can be quickly defended.
* Player spawns should be designed to be within a pillbox; able to use their invulnerability to move into position but not fully exploit the invulnerability to attack, at the same time neither party having direct line of fire and the spawning team can easily defend their position.

I'm considering whether there should be a central position in the map. It'd fit in many game modes; king of the hill style, taking control of the position to secure an advantage for the team, and the main site of action. However, I worry about its implications in CTF. If this central position is too important, then the map would revolve around both teams getting to the central position ASAP while other lanes get completely ignored.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Thu 13 Dec 2012, 06:35 
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I think as long as all lanes are equal length it shouldn't matter too much which route they take. Or at least, if the side ones are longer they should offer some other benefit like being more defensive or being able to drop down behind the enemy flag or something.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Sat 15 Dec 2012, 16:40 
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Today I have quite a number of useful numbers.

Cars cannot go up 0.75m unsmoothed, 1.5m smoothed. This info should help a lot for making areas that vehicles can't access.
Walls block bullets at 2m, completely blocks jump shots at 3.5m, 3.75m if phantom jump.

Wall vision block:
Blur vision after 2m
Half invisible at 6m.
Almost invisible 6.5m
Effectively invisible at 6.75m
Complete block at 7m.
Anti-Jump/Car Vision at 7.75m
Top-down vision: visibility level constant from 6.5m onwards, same as 6m wall visibility(about 50% visibility).

I have yet to test the vision if you're looking from bottom up at someone standing on the roof, but for now I assume that it follows the same as the top-down vision range if the person is standing on the edge, and then follows the wall block vision if he is hiding inside the roof.

Rough Vehicle dimensions (width*length) in order of shortest to longest:
Buggy: 2 x 3.75
Hornet: 2 x 4.25
Extraction Truck: 2 x 4.25
Loafer: 2 x 4.5
Radar: 2 x 4.75 (exact same as Pickup)
Pickup: 2 x 4.75
Roadster: 2 x 4.75
Gallant: 2 x 5 (the mirrors don't count)
Torpedo: 2 x 5 (exact same as Camper)
Camper: 2 x 5
Flatbed: 2 x 7.25

I've yet to find out the exact height for each vehicle, but they are definitely within the range 1.25-2.25m. My guess is that its the same as a mutant's jump height, since if you can't jump shoot then standing on a car doesn't help either.

Once next version's falling damage comes about, I will find out a mutant's actual jump height. Based on the above evidence on vision and bullet blocking, the height is estimated to be between 1.25-1.75m. My theory is that you are allowed to "walk" up the remaining 1m, thus allowing you to scale the 2.25m-2.50m walls.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Mon 17 Dec 2012, 17:03 
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This post is a backup for a weapon mod if I plan to work on it from somewhere other than home.
Code:
WEAPON DATA: STM's Weapons v0.13
* Infinite Clips (except stackable and supers)
* Dmg:100hp = 10:10, 12:9, 13:8, 15:7, 17:6, 20:5, 25:4

Zoom (Horizontal/Vertical)
* Zoom 100 = 46m/32m
* Zoom 175 = 62m/43m
* Zoom 250 = 77m/54.25m

Knife = Melee (1-hit)
Nade =
Flash =
Baz =
//Pst: +Spd, -Ammo [Backup/Finisher]
USP = +Rpm, -Dmg
Dea = +Dmg, -Rpm
Taz = +Ammo, -Acc (Ignore Barrier)
//ShG: +Dmg, -Rng [Hit n Run]
M3S = +Rng, -Rpm
Sps = +Rpm, -Rng
Bls =  +Rpm, -BSpd (Explosive, lobbable)
//SMG: +Rpm, -BSpd [Rushdown]
Uzi = +Rpm, -Rng
MP5 = [Weapon Standard]
Nil = +Rng, -Acc (Tri-Shot, Ricochet, Pierce 1)
//Rfl: +BSpd, -Rpm [Mid-ranger]
AK = +Dmg, -Acc
M4 = +Rpm, -Ammo
Sk = +Dps, -BSpd (40 Seek, sniper fadeoff)
//MaG: +Ammo, -Mob [Group kill/Area Denial]
SAW = +Acc, -Dmg
M60 = +Dmg, -Rpm
Min = +Dps, -Acc (Piercing)
//Snp: +Rng, -Spd
Rug = +Mob, -Ammo
Brt = +Rpm, -Mob (Pierce 1)
Pho = +Dmg, -Rpm (Anti-Armor, Piercing)

M3S vs Sps:
M3's tighter spread gives it greater range and more focused damage. Spas has a wider spread and shoots faster. Both are identical in power.

Uzi vs MP5:
Uzi has a wider spread and more DPS, so it is stronger for close quarters. MP5 is very accurate so it is able to chase enemies down.

ShG vs SMG:
Shotguns focus on hit and run, SMGs rush enemies down. If pitted against one another, SMGs would win if the ShGs don't kill the SMGs in two quick shots and hide behind cover.

SMG vs Rfl:
SMGs are stronger and faster and than rifles at close range, but they are outclassed by rifles' superior accuracy, bullet speed and no fadeoff at mid-long range.

Rfl vs MaG:
Rifles have superior focused DPS for killing single targets, but MGs can sustain their fire against enemies for area denial and higher DPS over time.

AK vs M4:
AK has stronger hits and more generous ammo clips but must control its recoil. M4 can quickly unload its clip to kill a single target.

Rfl vs Snp:
Rifles focus on high DPS to kill enemies at mid-range. Snipers focus on assassinating and finishing enemies off from a distance.

[COMBAT KNIFE]
cost=0;
ammoCostRatio=1;
shootStyle=0;
force=1;
damage=125;
vehicleDamageMultiplier=0.05;
radioDamageMultiplier=0.5;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.1;
speed=100;
range=1.6;
bulletDistanceFadeOff=1;
pellets=1;
reload=0;
rpm=75;
clipSize=1;
clips=0;
stackableClips=0;
spread=0;
recoil=0;
movementRecoil=1;
sprintDelay=0;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=0;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[GRENADE]
cost=500;
ammoCostRatio=1;
shootStyle=0;
force=100;
damage=65;
vehicleDamageMultiplier=4;
radioDamageMultiplier=0.5;
explodeRange=6.5;
shockTime=0;
shockStrength=0;
flashTime=0.2;
steerSpeed=0;
drawTime=0.2;
speed=22;
range=200;
bulletDistanceFadeOff=1;
pellets=1;
reload=0.5;
rpm=120;
clipSize=1;
clips=3;
stackableClips=1;
spread=0;
recoil=5;
movementRecoil=1;
sprintDelay=0;
vehicleSpread=0;
movementSpeed=1;
bounces=3;
gravitized=1;
canBeLobbed=1.4;
slot=1;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[FLASH BANG]
cost=500;
ammoCostRatio=1;
shootStyle=0;
force=1;
damage=0;
vehicleDamageMultiplier=0;
radioDamageMultiplier=1;
explodeRange=30;
shockTime=0;
shockStrength=0;
flashTime=4;
steerSpeed=0;
drawTime=0.2;
speed=22;
range=200;
bulletDistanceFadeOff=1;
pellets=1;
reload=0.5;
rpm=120;
clipSize=1;
clips=3;
stackableClips=1;
spread=0;
recoil=5;
movementRecoil=1;
sprintDelay=0;
vehicleSpread=0;
movementSpeed=1;
bounces=3;
gravitized=1;
canBeLobbed=1.4;
slot=1;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[BAZOOKA]
cost=2000;
ammoCostRatio=1;
shootStyle=0;
force=100;
damage=71;
vehicleDamageMultiplier=14;
radioDamageMultiplier=1;
explodeRange=6;
shockTime=0;
shockStrength=0;
flashTime=0.3;
steerSpeed=0.01;
drawTime=1;
speed=38;
range=200;
bulletDistanceFadeOff=1;
pellets=1;
reload=1.25;
rpm=48;
clipSize=1;
clips=0;
stackableClips=0;
spread=0;
recoil=5;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.7;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=1;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[USP TACTICAL]
cost=1000;
ammoCostRatio=0.25;
shootStyle=0;
force=10;
damage=18;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=66;
range=60;
bulletDistanceFadeOff=0.7;
pellets=1;
reload=1;
rpm=660;
clipSize=12;
clips=0;
stackableClips=0;
spread=0.2;
recoil=2.5;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=2;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[DESERT EAGLE]
cost=1500;
ammoCostRatio=0.25;
shootStyle=0;
force=40;
damage=31;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=72;
range=60;
bulletDistanceFadeOff=0.85;
pellets=1;
reload=1;
rpm=360;
clipSize=7;
clips=0;
stackableClips=0;
spread=0.3;
recoil=3.2;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=2;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[TASERS]
cost=5000;
ammoCostRatio=0.25;
shootStyle=0;
force=5;
damage=12;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=85;
range=60;
bulletDistanceFadeOff=1;
pellets=2;
reload=1;
rpm=660;
clipSize=80;
clips=0;
stackableClips=0;
spread=0;
recoil=6.5;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=2;
zoom=100;
shadowZoom=0;
penetratesBarrier=1;
penetratesPlayers=0;

[UZI]
cost=1500;
ammoCostRatio=0.25;
shootStyle=1;
force=60;
damage=20;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=42;
range=55;
bulletDistanceFadeOff=0.1;
pellets=1;
reload=2;
rpm=900;
clipSize=35;
clips=0;
stackableClips=0;
spread=7;
recoil=0.3;
movementRecoil=10;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.92;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[MP5]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=15;
damage=20;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=45;
range=45;
bulletDistanceFadeOff=0.2;
pellets=1;
reload=1.5;
rpm=720;
clipSize=30;
clips=0;
stackableClips=0;
spread=1.5;
recoil=0.9;
movementRecoil=1.5;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[NAILGUN]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=20;
damage=20;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=60;
range=60;
bulletDistanceFadeOff=0.5;
pellets=1;
reload=2;
rpm=550;
clipSize=30;
clips=0;
stackableClips=0;
spread=1.5;
recoil=1;
movementRecoil=1.5;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.88;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[M3 SUPER]
cost=1500;
ammoCostRatio=0.25;
shootStyle=0;
force=80;
damage=14;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.4;
speed=63;
range=33;
bulletDistanceFadeOff=0.3;
pellets=7;
reload=1.5;
rpm=90;
clipSize=9;
clips=0;
stackableClips=0;
spread=5.5;
recoil=1.5;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[SPAS-12]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=40;
damage=14;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.4;
speed=57;
range=27;
bulletDistanceFadeOff=0.1;
pellets=6;
reload=1.5;
rpm=180;
clipSize=8;
clips=0;
stackableClips=0;
spread=7;
recoil=1;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[BLAST CANNON]
cost=20000;
ammoCostRatio=0.5;
shootStyle=1;
force=35;
damage=12;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=2;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.8;
speed=35;
range=200;
bulletDistanceFadeOff=1;
pellets=5;
reload=0;
rpm=300;
clipSize=100;
clips=1;
stackableClips=0;
spread=4;
recoil=0.5;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=1;
bounces=1;
gravitized=1;
canBeLobbed=1.9;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[AK47]
cost=2000;
ammoCostRatio=0.25;
shootStyle=1;
force=25;
damage=23;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=75;
range=60;
bulletDistanceFadeOff=1.16;
pellets=1;
reload=2.25;
rpm=500;
clipSize=25;
clips=0;
stackableClips=0;
spread=0;
recoil=3.8;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.85;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[M4A1]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=10;
damage=20;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=90;
range=60;
bulletDistanceFadeOff=1;
pellets=1;
reload=2;
rpm=600;
clipSize=25;
clips=0;
stackableClips=0;
spread=0;
recoil=1.2;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.88;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[SEEK RIFLE]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=20;
damage=22;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=30;
drawTime=0.5;
speed=63;
range=75;
bulletDistanceFadeOff=1;
pellets=1;
reload=0;
rpm=420;
clipSize=120;
clips=0;
stackableClips=0;
spread=0;
recoil=1;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.92;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=175;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[M249 SAW]
cost=2000;
ammoCostRatio=0.25;
shootStyle=1;
force=40;
damage=23;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=65;
range=60;
bulletDistanceFadeOff=0.8;
pellets=1;
reload=2.5;
rpm=550;
clipSize=70;
clips=0;
stackableClips=0;
spread=3;
recoil=0.75;
movementRecoil=5;
sprintDelay=0.4;
vehicleSpread=0;
movementSpeed=0.85;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[M60]
cost=5000;
ammoCostRatio=0.25;
shootStyle=1;
force=60;
damage=32;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.8;
speed=75;
range=60;
bulletDistanceFadeOff=0.7;
pellets=1;
reload=3;
rpm=480;
clipSize=100;
clips=0;
stackableClips=0;
spread=6;
recoil=0.1;
movementRecoil=14;
sprintDelay=0.5;
vehicleSpread=0;
movementSpeed=0.75;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=100;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[MINIGUN]
cost=5000;
ammoCostRatio=0.5;
shootStyle=1;
force=80;
damage=21;
vehicleDamageMultiplier=2.25;
radioDamageMultiplier=0.35;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=85;
range=70;
bulletDistanceFadeOff=0.6;
pellets=1;
reload=0;
rpm=1000;
clipSize=300;
clips=1;
stackableClips=0;
spread=7;
recoil=0;
movementRecoil=20;
sprintDelay=0.6;
vehicleSpread=0;
movementSpeed=0.60;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=150;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[RUGER]
cost=2000;
ammoCostRatio=0.25;
shootStyle=0;
force=40;
damage=50;
vehicleDamageMultiplier=2.5;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=0.5;
speed=200;
range=80;
bulletDistanceFadeOff=1.5;
pellets=1;
reload=1.5;
rpm=90;
clipSize=5;
clips=0;
stackableClips=0;
spread=0;
recoil=1;
movementRecoil=1;
sprintDelay=0.4;
vehicleSpread=6;
movementSpeed=0.88;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=175;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[M98B]
cost=5000;
ammoCostRatio=0.25;
shootStyle=0;
force=40;
damage=43;
vehicleDamageMultiplier=2.5;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=200;
range=100;
bulletDistanceFadeOff=1.8;
pellets=1;
reload=2.5;
rpm=120;
clipSize=10;
clips=0;
stackableClips=0;
spread=0;
recoil=1;
movementRecoil=20;
sprintDelay=0.4;
vehicleSpread=6;
movementSpeed=0.65;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=250;
shadowZoom=0;
penetratesBarrier=0;
penetratesPlayers=0;

[PHOTONBEAM]
cost=5000;
ammoCostRatio=0.25;
shootStyle=0;
force=50;
damage=65;
vehicleDamageMultiplier=2.5;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0;
shockStrength=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=300;
range=100;
bulletDistanceFadeOff=2.5;
pellets=1;
reload=0;
rpm=60;
clipSize=40;
clips=1;
stackableClips=0;
spread=0;
recoil=2;
movementRecoil=10;
sprintDelay=0.4;
vehicleSpread=6;
movementSpeed=0.75;
bounces=0;
gravitized=0;
canBeLobbed=0;
slot=3;
zoom=250;
shadowZoom=0;
penetratesBarrier=1;
penetratesPlayers=5;

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Wed 19 Dec 2012, 21:40 
Walking Encyclopedia
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Joined: Sun 05 Jul 2009, 09:08
Posts: 3221
Location: Singapore
Gender: Male
Some data on jumping/falling damage. Note that the damage is dealt by %:

Height : Walk Damage : Jump Damage : Phantom Jump Damage
10m : 4 : 11 : 11
9.75m: 2 : 9 : 11
9.5m: 0 : 8 : 9
9.25m: 0 : 8 : 8
9m : 0 : 6 : 8
8.75m : 0 : 5 : 6
8.5m : 0 : 3 : 5
8.25m : 0 : 3 : 3
8m : 0 : 0 : 3
7.75m : 0 : 0 : 0

This is interesting, walking off can give you the numbers 2 and 4, but jumping skips those two numbers. This seems to suggest that the jumping height is right between 1.5-1.75m, phantom jumps adds exactly 0.25m, and confirms my theory that the remaining 0.5-0.75m height required for jumping up 2.25m tiles is "walked" up.

Btw, in 0.72 Blast Cannon no longer lets you blast jump infinite heights, there is a certain height limit you can blast jump before gravity starts pulling you down, and if you don't slow your descent you can potentially take 16 damage. If you had slowed the descent, you can negate the falling damage to 0.

On a side note,
The tiles on the very ends of the map don't allow players to pass through, but bullets can pass through and hit the edge.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Thu 20 Dec 2012, 02:00 
Super Mutant
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Joined: Tue 08 Dec 2009, 23:35
Posts: 2069
Location: British Columbia, Canada
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Wait, what's phantom jump?

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Thu 20 Dec 2012, 02:02 
Geneshift Creator
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holding down the space bar so your 2nd jump is slightly higher than the 1st. I never intended for this to be the case, but it seems pretty cool so might as well leave it in the game ;)

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Thu 20 Dec 2012, 08:24 
the one and only
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Joined: Thu 30 Sep 2010, 12:07
Posts: 1408
Location: Germany
Gender: Male
Cash wrote:
Wait, what's phantom jump?

LOL?
u must be new

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Tag Generator | Subvein Notifier | My Maps | Talent Calculator


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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Fri 21 Dec 2012, 11:47 
Walking Encyclopedia
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Gender: Male
So I have a table of damage values in Subvein, accurate for v0.730. Its just for statistics, and weapon modders can use this to aid in their selection of numbers.

Notes:
* I did this with OpenOffice Calculator, and saved under .xls format
* Only has guns, doesn't have explosives/knife
* You can change the HP and Attack modifier stat at the top
* Doesn't take into account accuracy or bullet speed, though you can make use of the attack modifier stat
* Takes into account range and fadeoff
* Shows DPS, number of shots to kill and TTK(time to kill)
* The bottom "range" number in blue can be changed to any number you like, I just put 20 for the sake of it. The rest of the values will be automatically calculated for you

UPDATE:
Time To Kill gets some major changes:
* Now doesn't take into account the first shot
* Now adds the Bullet Speed into the overall TTK, accurate assuming speed unit is m/s
* Bullet Speed is added only once into the overall TTK

(PS: Ignore the "AZ3 WEAPON MOD" sheet name, I forgot to change it)


Attachments:
0730 Dmg Table.xls [72.5 KiB]
Downloaded 299 times

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Sun 23 Dec 2012, 09:00 
Walking Encyclopedia
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Here's the current layout for my new CTF-centered map. I apologize for the poor quality; the map editor view adds weird lines when you try to zoom out.

Just a few notes:
* Flag spawns outside of bases.
* Vehicles cannot cross the water or bridge, limiting vehicles as a quick response force for defending your base.
* Mercs spawn either at the very top or very bottom. Mercs must decide whether they want to buy a car for the left or right side.
* Currently the idea is that there is only one central bridge to cross between bases. You can walk across the water instead, but you'll take damage in it. Alternatively, you head to the Merc spawns. I'm thinking of making it 3 bridges and the water fatal.
* There are some alleys and indoor areas. I intend the indoor areas to have windows than just fully walled, kinda like Farm.

To be honest, I'm not too confident of this layout. Would appreciate pointers. I'll make an individual thread for this map once I get a name for it and confirmed it. The theme is also not set in stone yet.

Image
This is for you to have an idea of how big the map is.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Sun 23 Dec 2012, 17:46 
Walking Encyclopedia
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Tips to sniping in Subvein
You are a sniper. You are very easy to pressure, rushdown and kill. You are also the biggest threat in the battlefield; shutting people down in just a couple shots out of nowhere. You are the team's supporting fire. You will be targeted, and you must never get caught.

General Gameplay Tips:
* Do not let yourself get found and caught. Know your surroundings - know where the enemies go and how they can get to you. Keep your distance - so they can't see you while maximizing your damage. Be on the move - so that enemies can't eventually figure out where you are and hunt you down.
* Take advantage of distractions. Your enemies are in the middle of combat? Good, means they won't notice you and also take less shots to kill.
* Exploit the fact that using Barrier(Ctrl) removes inaccuracy very quickly, and moving while barrier doesn't trigger movement inaccuracy. Also exploit the fact that jumping doesn't trigger x2 movement recoil until you reach the peak of your jump.
* Learn to use your pistol and knife. Your pistol can finish people off and deal with some close-mid range encounters. Your knife can shut your enemy down in one hit and save your life.
* Learn to keep refilling your weapon and to refill while on the move. You don't want to run out of ammo when you have the golden sniping opportunity.

Ruger vs Barrett vs Photon Beam:
* Ruger needs 2-3 shots to kill in general, up to even 4-6 if the enemy is holding barrier non-stop. However, it has more ammo and more mobile. Its not really a dedicated sniper, its meant for kiting. You'd want to use this in smaller maps unless you are really, really good.
* Barrett is a dedicated sniper. Superior range and damage to Ruger - you can down distracted enemies in 1 shot, healthy ones in 2 shots. Very rarely do you need 3 shots, and it combos well with Plasma. Mobility and movement accuracy are no issue if you know to switch to pistol/knife when moving and exploiting Barrier.
* Don't ever use Photon Beam. It reveals your location and it requires the target to stay relatively still to take the same amount of damage that a Barrett can dish out in one shot. Not to mention it is hellishly expensive and won't last very long.

Abilities you NEED:
* Invisibility - high level so you can stay invisible for longer if necessary. Remember to turn off invis and wait before you shoot, unless you uncloak with Plasma.
* Plasma Ball - level 1 for maximum damage. Speed not an issue; let the AOE take care of it. Also deals with enemies using cars.
* Energize - at most 10. Easier aim, minimize chance of miss due to sudden movement, reduce visibility of your bullets, saves money.
* Self-Repair - heal up faster for some mana cost. There is passive regen after 10s of not taking damage, but I find healing up faster more useful.

Abilities you can use:
* Radiate + Stagnation - low level Radiate high level Stagnation will help slow your enemies down significantly by area denial.
* Assault Armor - level 1. High speed and weapon damage resistance helps with getting away.
* Blade Fury - can help find/deter invisible enemies. Affects pistol accuracy, but not your sniper accuracy.
* Spike Trap - the area denial may help at times, though it requires you to turn on BF, which may be counterproductive since you will use the pistol quite a bit.
* Teleport - low level recommended. This will help you skip across difficult terrain and occasionally escape.
* Venom Shot - harass/finish the enemy. Not very useful because the seek system doesn't like snipers.
* Blackhole - basically just to help you deal with close quarters if you can't escape, and negate enemy blackhole.
* Bullet Time - level 1 will do. This will save your life if you cannot escape with Invisibility. You can cancel BT if there are no bullets in BT or with Invis exploits.
* Shockwave - slow enemy down and freeze projectiles. It also removes enemy's barrier.
* Static Charges - it may make your enemy's barrier stronger, but your damage is high enough to punch through it, you have plasma ball for extra damage and have shockwave to cancel it.
* Firestorm - you don't need the occasional extra plasma ball damage but it helps if you get lucky. Not too many points as the AOE decrease only makes it harder to aim.

Abilities to avoid:
* Vampirism - you lose damage.
* Corpse Construction - because of Vampirism, and makes you easier to chase down.
* Final Focus - you don't need the accuracy, all it does is slow your bullets and tell your enemies "KILL ME!"
* Parasite Swarm - Final Focus. Also, you don't need the swarm, and the 4s weapon penalty is too long to wait.
* Frenzy - reveals your location, useless increase in rate of fire, drains mana.
* Clip Magnet - because Frenzy is detrimental.
* Regeneration - makes you even easier to kill. Doesn't really warn you of nearby enemies, extra regen is unnecessary, requires you to be near an enemy.
* Disabling Drop - because Regeneration is detrimental.
* Lasing Orb - because of Static Charges. Its also highly visible and a pain in the ass to drag around, and damage increase is purely chance-based.
* Phasic Bullets - if use, do not put more than 1. It will kill your reload time, which is especially a big problem when you have high Energize. 1 point is just for occasional extra damage.
* Stolen Seekers - reduces BT duration, but 1 point might help you once in a while.

What to look out for:
* Barrier. Try to shoot only if the enemy isn't Barriering, or doesn't seem to have a lot of mana.
* Blood. If your enemy is dripping blood, he is dying. If too close to snipe, use pistol or just Plasma them.
* Hiding spots. Use plasma to flush them out.
* Enemies with Invisible. They can sneak past your sniping vision and behind you. Check for blood dripping for dying but invisible enemies. Venom and Shockwave can nullify their invisibility for some time.
* Enemies with Teleport. This means they can ignore terrain and easily chase you.
* Enemies with Frenzy. You can see them easily past terrain and on minimap. Definitely looking for a fight. Easy target.
* Enemies with Final Focus. See that yellow aura? Shoot them. They will die.
* Enemy snipers. Check vantage points, missed shots and sudden loss of hp/mp. Move erratically. Shoot back at them. Watch out for Plasma.
* Enemies with Assault Armor. They can suddenly speed up and take almost no damage from guns and Knife.
* Blade Fury. They are good for checking Invisible enemies, also a sign that they will rape you if they get close.
* Cars. Shoot and use Plasma on them to destroy them quickly. Invest in a Bazooka if necessary. Don't get too distracted killing that car though; firing so many shots and plasmas will reveal your location and someone will come and hunt you.

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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Fri 28 Dec 2012, 00:35 
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Joined: Wed 17 Jun 2009, 17:41
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Location: VA
Gender: Male
Ben should start paying you, srsly.


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 Post subject: Re: [STM] STM's Random Subvein stuff
PostPosted: Sun 30 Dec 2012, 08:22 
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How to play Subvein
1) Car Destroyer
1) You have a sniper rifle
-> If car worth destroying, just shoot. Assist with Plasma Ball, Bazooka and Spike Traps.
-> Remember to keep checking surroundings and don't get too distracted shooting at car.
-> If not, ignore.
2) You have a machine gun
-> Activate Frenzy, shoot at car. Recommended that you keep around mid-range and don't try to chase the car due to movementrecoil.
-> Spam Plasma Balls.
4) You have other weapons
-> If you have Plasma Ball or Spike Trap, use them.
-> If not, ignore it for now. Buy a Bazooka.
5) Car is smoking or on fire
-> Destroy it once and for all. Best done with Bazooka.
6) Everyone is using a car
-> Buy an M60, stock up on Bazookas. Consider Frenzy, Spike Trap and Plasma Ball. Also consider the idea of a driveby if you have teammates.


2) Car Enthusiast
1) You have at least 1 teammate
-> Suggest the idea of a driveby
i. Teammate(s) say no
-> Go to step 2 or choose another playstyle.
ii. Teammate(s) say yes
-> One of you buys a Pickup or Flatbed(Death Truck).
-> One person(usually buyer) acts as the driver. Everyone else buys an M60.
-> Drive around the map and shoot everything in sight while avoiding firefights, machine guns and Bazookas.
-> Cry out "THIS IS AWESOME!!!"
2) You are alone
-> Buy a car and drive around the fucking map.
-> Learn to buy a car to escape death.
-> Learn about Bazookas.
-> Learn that you should not drive a Loafer, Buggy or Radar Truck. Figure out that Hornet is not worth its price. Still drive around the fucking map.
-> Get bored and stop being a car whore.


3) Sniper
Buy a Barrett M98B. Remember to check and refill ammo constantly. Use Barrier to survive and to give you instant 100% accuracy.
1) Check ammo
i. I am low on ammo.
-> Go back and buy some, or scavenge. Be careful on your way back.
ii. I have sufficient ammo.
-> Proceed.
2) Scan surroundings
i. This is a bad vantage point.
-> Go to step 3.
ii. Enemy far away
-> Check if you can hit or if enemy is worth hitting at that point.
-> If yes, shoot. If not, either ignore or wait for opportunity.
iii. Enemy is near or approaching
-> If not worth killing, hide, wait for enemy to pass, then repeat step 2.
-> If not worth killing, you may also go to step 3.
-> If worth killing, draw pistol and engage.
iv. Enemy has spotted you
-> If not worth killing, run away and then try to hide.
-> If worth killing, draw pistol and engage.
-> Cast area denial skills if necessary.
v. You've stayed too long at the same spot or enemy now knows where you are
-> Go to step 3.
3) Change location.


4) BASTARD
Create BASTARD build with skillpoints. If not enough points for Rad, use basic of Blade Fury 10+1, Vampirism 10+1 and knife only. Always sprint.
1) Scan for enemy
i. Enemy spotted
-> Stalk until he is near/distracted/weak.
-> Ignore enemy if he is too strong.
-> Fuck it, just charge, cast everything and kill him. NOTHING CAN STOP A RAGING BASTARD, ESPECIALLY ONE WHO TELEPORTS!
ii. Enemy escapes in car
-> If car has low HP, draw Bazooka and shoot
-> If no Bazooka, check if you and enemy are both Mercenaries
-> If both mercenaries, attempt to go inside car. Laugh as he can't exit the vehicle without getting killed. Does not matter who's the owner of the car and who's driving.
-> If enemy escapes successfully, say "oh well" and repeat step 1.
2) Get shot by sniper
-> Call sniper a noob, while sniper LOLs at the hypocrisy.
-> Repeat step 1.
3) Decide that you don't rape enough
-> Complain that the server you are playing on is laggy.
-> Start your own server and play in it.
-> Ask everyone to join and saying it doesn't lag, unaware of how ping works.
-> Rape anyone who joins your server.


5) Rushdown
Buy submachine gun.
1) Check ammo
i. I am low on ammo.
-> Go back and buy some, or scavenge. Be careful on your way back.
ii. I have sufficient ammo.
-> Proceed.
2) Push toward enemy base while scanning for targets
i. Enemy spotted nearby
-> If not BASTARD, rush him down!
-> If BASTARD, use your discretion; either perform a suicidal rushdown or run away.
ii. Enemy is quite a distance away
-> Draw pistol and shoot him down. Applicable if he is running or too busy camping to notice you.
-> Find a sneaky way around to reach him.
-> Use Plasma Ball or Venom Shot or Spike Trap to finish him off if he is running away and dying.
iii. You are dying
-> If enemy is pressuring you at close range, use barrier and empty your magazine on him.
-> If enemy is attacking you at mid-range or further, escape. Kiting not recommended unless you are confident you can win by firing back. Cast area denial skills if necessary.
iv. Enemy is barriering and nearby
-> If you are confident, you may knife him.
-> If not, shockwave, then shoot. if no shockwave, just shoot.

Note: Shotgunners also follow this style, but you should take advantage of hit-and-run tactics and potshots more than relying on constant chasing and Barrier.


6) Mid-Ranger
Buy an AK-47 or M60. AK should fire in bursts. M60 can hold down.
1) Check ammo
i. I am low on ammo.
-> Go back and buy some, or scavenge. Be careful on your way back.
ii. I have sufficient ammo.
-> Proceed.
2) Wander around while scanning for enemies.
i. Enemy spotted at a distance
-> Barrier and shoot.
-> Use Plasma Ball or Venom Shot or Spike Trap to finish him off if he is running away and dying.
ii. Enemy is nearby
-> Move backwards while firing.
-> Cast area denial skills if necessary.
iii. Enemy is approaching from a distance
-> If you are at vantage point or corridor, barrier and shoot.
-> If enemy isn't too threatening, barrier and shoot.
-> If enemy is getting too close for comfort, move backwards while firing.
iv. You are dying
-> If enemy is too threatening to escape, barrier and shoot. This is your last stand.
-> If enemy can be escaped, run. Only shoot back at him if you think you can win and are at a relatively safe distance. Cast area denial skills if necessary.
v. You are at a corridor and have Bullet Time
-> Bang bang bang, wait a while, step back or Invis-insta-release. If in doubt, use more bullet.
-> If enemy too close during this, just keep walking backwards while shooting.

Note if you use M4A1:
You don't need to use barrier unless you are dying. You can keep kiting. Also add a line: "-> Realize M4 damage is way too weak and use something else"


7) Base Camper
Buy radar truck and SMG.
1) Hide in base, wait for enemy to get near.
2) Enemy is near
-> If invisibility suspected, cast Shockwave.
-> Activate Frenzy, spray wildly.
-> If enemy barriers in last ditch attempt to survive, Shockwave and spray wildly.
3) You are dying
i. You are still alive
-> Hide inside Radar truck. Take a quick breather.
-> Exit Radar truck before it gets destroyed. Repeat step 1.
ii. You are dead
-> Say ">_>"
-> Respawn


8) Noob
Buy M249 SAW
1) Wander around the map
i. See another person
-> Cast all actives, spray wildly. Doesn't matter enemy or ally.
2) Buy a Bazooka
-> Shoot whoever you see with the Bazooka
-> Wonder why he doesn't die in one shot while victim is visibly annoyed
3) Figure out how to buy a vehicle
-> See playstyle "2) Car Enthusiast", section "2) You are alone".
4) Get killed a lot
-> Call veterans 'noob'. Quit the game. Veterans say "lol ragequit".

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