The Soldier wrote:
Seems like you just copied Master Blaster's original weapons stats, which (no offense to him) aren't very well balanced or good.
I did not. I have made Pistols main adavantage their accuracy while moving - they lose barely any accuracy at all, making them good for keeping mobile. Dispite this, the starting German Pistol - the Beholla - is particularly awful, and it has nothing to do with balance. The .32 ACP round it fires is not very powerful, and the gun is so lightweight that even that weak round causes it to recoil fairly hard. It is probably the worst gun in the mod, and it's a good idea to replace it as soon as you unlock a new Pistol. Other starting sidearms like the Webley and Bodeo have low rate of fire and small capacity, but they have a very high chance to kill in one shot.
An example of comparison of weapon stats:
Luger P08 Master Blaster - accuracy 0.72 kill probability 0.75 running accuracy factor 0.6
Luger P08 Trench Foot - accuracy 0.88 kill probability 0.65 running accuracy factor 0.8
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(by the way, you can make carbines and rifles shoot faster by just copying the sniper cycling animation, renaming it, and adjusting the speed area - no use of the RWR Voxle editor required, and it boosts rate of fire if you have a bolt-action rifle and have the fire rate set to "-1", which just lets the rifle fire immediately after the cycle animation ends)
Interesting, I'm not quite sure I know how to do this. Is there a tutorial?
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Speaking of fire rate and the bolting, it seems like the long rifles tend to but out sometimes. You get used to the rate of fire very quickly, and then sometimes you click to fire, and then the rifle just doesn't fire. Might be an engine-related issue, but not sure about that, since I never experienced that in Running with Trenches, I'm going to pin that on you.
No, I am of the belief it is default RWR problem (engine issue), and I only have it occur whilst using Cover. It was introduced a few patches ago, and I agree it is extremely annoying.
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Also, some guns like the Ross Rifle don't even have a bolting animation (planned, no doubt based on the code of the rifles) - might be nice if you could implement the actual bolting for the Ross Rifle (which can also be done based on the original bolting animation without use of the RWR Voxel Editor, just remove the second and sixth frames and adjust the frame times as nessesary) to get some depth to the weapon.
I would like to, yes. SMLE Cut-Down does not have a bolt animation either.
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Haven't played much with the automatic weapons like the MGs (since they're behind a somewhat annoying XP and RP barrier), but I assume they're a bit more balanced due to the original RwR being based around automatic weapons.
No, they are blatantly devastating. Once you get over that XP barrier and get your first MG, you'll be able to mow down plenty of enemy Soldiers - it's a game changer, just like how it was in WW1. They deal the same damage per shot as the Bolt rifles but spew tons of lead - some of them are lighter and can be fired from the hip, though all of them suffer from a high recoil buildup (due to a large max spread range.) What I mean is the recoil per shot is low but firing a prolonged burst will be very inaccurate.