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The PPSh should overheat


PXYellow77

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It seems that when 2 players with equal skill fighting each other, one having the SMG and the other the PPSh, the SMG player will lose most times. A really skilled player with the PPSh can hold back a whole squad. I am suggesting that the PPSh should overheat, like the Sten and the MG, to bring it more into balance. The gun holds 40 rounds so, technically, firing that many bullets would heat up the barrel.

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Not necessarily: http://www.youtube.com/watch?feature=player_detailpage&v=V2OjPsg7ydY#t=102

They could fire still even if the weapon was already in flames.

 

Regarding sten, the silenced sten had big troubles with overheating, that's why it's like that in game:

Regarding to this

The silenced STENs were extremely effective and while they could not be fired in fully automatic beyond short bursts, if fire was kept to single or two round bursts then the weapon avoided serious overheating and fatigue.

 

 

We try to stick to how the weapons really behaved, but we are leveraging the gameplay by not giving the PPSh-41 to medics.

PPSh-41 is mainly used by Engineer class and we consider it mainly as the self defense weapon for him while facing shootout before, during and after constructing.

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If both players are equally bad at aiming, then probably neither one can win even though PPSh has 10 more bullets. I've seen some myths about the PPSh weapon before too, such that it would be more accurate or something. This is not true. With two equally good aimers (who can hit the target) in equal positioning and equal movement skills, the one who shoots first wins.

 

What is unfortunate, is that the PPSh is not strong enough to improve the challenge for a good aiming medic for example, and we can't make it so either.

 

P.S.I play medic most often. I'm not into making even medics less powerfull to complete their tasks if that is what it sounded like. The problem is that if the weapons are equal to both the engineer and the medic, the medic has a huge, not a little, advantage. This can result boring gameplay. Fortunately, defensive engineers can make some equalisation by placing mines in a smart way and rifle grenades can be very effective as well.

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Some quick background so you can understand from where I am coming. Our server has been set up to allow players to pick up any weapon from the ground, and allow Adrenaline to all classes. It was configured that way when we were on ETPUB, and carried over when Silent was set up. It looks like the Soldier, Engineer, and Field Ops can choose this weapon from their available gun list under Silent. I have noticed (on our server) that when one player starts using the PPSh, then most other players switch to it to try and be equal. Especially on maps with limited ammo access/lack of FOPS, because of the extra rounds you get when running over the same gun for the ammunition. Perhaps others have had a similar experience?

 

That being said; can some option be added in a future version of Silent to tone down the PPSh in some manner? Maybe a setting that can be enabled or disabled, that caps the number of PPSh rounds to equal the MP-40/Thompson.

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I can see that there can be uses for the added configurability. Adding limited configuration options to ammotable data is not out of the question. Currently, I think that a Lua script might be able to help with the ammo issue. Similar script to what trickjump servers use to add adrenalines to players could be used to adjust starting ammo lower. There is also the option to disable the PPSh if it becomes troublesome.

 

Here is one adrenaline script I found from antman.info

--
-- More Adrenaline for Medics 0.1
-- by nano <nano@fooo.org>
--
-- This is a small module for trickjump servers. It gives
-- medics on spawn a specified amount of adrenaline needles.
--
-- To add adrenaline needles you have to use the ammoindex
-- 11 (WP_MEDIC_SYRINGE) and not 46 (WP_MEDIC_ADRENALINE)
-- since they belong together just like WP_LUGER and WP_MP40
-- (line 1396-1419 in game/bg_misc.c).
--

AMOUNT = 500
et.CS_PLAYERS = 689

function et.GetPlayerCS(clientNum, key)
  local cs = et.trap_GetConfigstring(et.CS_PLAYERS + clientNum)
  return et.Info_ValueForKey(cs, key)
end

function et_ClientSpawn(clientNum, revived)
  if tonumber(et.GetPlayerCS(clientNum, "c")) == 1 then
    et.gentity_set(clientNum, "ps.ammoclip", 11, AMOUNT)
    et.gentity_set(clientNum, "ps.ammo", 11, AMOUNT)
  end
end

With these changes, it might work to reduce the ammos (39 is the index for the PPSh). I didn't test this at all and it might not be enough for all circumstances. More elegant solution might be found from someone who uses Lua more.


function et_ClientSpawn(clientNum, revived)
  if revived == 0 then
    if et.gentity_get(clientNum, "ps.ammo", 39) > 0 then
      et.gentity_set(clientNum, "ps.ammoclip", 39, 30)
      et.gentity_set(clientNum, "ps.ammo", 39, 60)
    end
  end
end

http://mygamingtalk.com/wiki/index.php/Silent_Lua#gentity_get

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 the Soldier, Engineer, and Field Ops can choose this weapon from their available gun list under Silent. I have noticed (on our server) that when one player starts using the PPSh, then most other players switch to it to try and be equal..

 

Hello, I think it is OK :  thanks God the Medics don't have PPSH in gun-list  :wacko:

 

But according to me, the big problem of PPSH is that Medics are able to pick it up on the floor http://mygamingtalk.com/forums/topic/2784-ppsh-and-medics/?do=findComment&comment=11967 , it that case : impossible to be equal !

 

Cool weapon anyway  B)

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