These are the results of my modest, but rather detailed research on weapon damage and bonuses. Here I will describe the 2 main problems I see. Let’s go in order:
1)Different increase in damage for different types of weapons when upgrading.
Do I need to explain why this is stupid? Okay, I’ll explain:
Let’s say you and I have agreed that a rifle does 10 damage and a machine gun does 5 damage, which is 50% of the rifle’s damage, everything looks logical, the game is balanced from that. However, when upgrading the rifle gets a damage bonus of 10%, and the pistol machine gun 20%. It turns out that the rifle will have 11 damage, and the submachine gun 6. Now the PP does 55% damage already. What has changed? Why is the ratio broken? The ammunition remains the same, why one improves more than the other?
It turns out the top weapons have a different balance of ammo damage. I think this is extremely strange. Prokazannaya machine gun has 13.2 damage, and the semiautomatic rifle 14.4, although before pumping was the same damage. I think this introduces a kind of fantasy game, because now these bonuses are scattered randomly. Pistols machine guns get 20%, but machine guns get 10%. Why? There is no answer. The solution is simple - all weapons should get 20%, then the balance of ammo damage will not change when pumping. If the rifle did twice as much damage without pumping as the SMG, then it will be after.
Right now the following weapons receive 10% damage: M1 (all modifications), M2, Mkb 35, MP43, All machine guns, VG1-5, Fedorov. Just increase the bonus when pumping.
2)Overall balance of ammo damage.
Now we have conditionally 3 types of damage: Machine Gun: 5.5-6.8 damage, Carbine / Assault Rifle 7.3-8.0, Rifles and Machine Guns: 10+.
Looking at this list in more detail, it appears that carbines and assault rifles are much closer in damage to PP than to rifles and machine guns (the exception is Fedorov). At the same time, in life, .30 and 7.92x33 rounds are much closer in bullet energy to rifles. Here is a summary table of frequent game calibers.
Do I have to say anything after that? Yes man damage is determined not only by energy, but also by shape and other things, but the damage of the .30 and 7.92x33 is 3-4 times higher, and in the game more by 7-15%. Yes there can and should be conventions in the game, but the table below will show that without sacrificing logic and balance these figures can and should be brought into order. Note that when improving weapons, as seen in point 1 of this post, the damage of the .45 acp even exceeds the .30, which is utter nonsense.
And so another table, this time of in-game damage:
Quite noticeable is the huge gap between the 6.5mm (Fedorov) and 7.92x33/.30 damage graphs available to the mp43 and m1\m2 carbine respectively. This is completely unlike the actual damage of these cartridges. Now the damage with full stars:
As you can see the “chasm” between m1\m2 carbines and mp43 ammo is still there, but because of the only 10% improvement bonus, the .45 acp suddenly overtakes the .30 and almost catches up to the 7.92x33, becoming only 7% less. Is this… Absolute nonsense? An intermediate cartridge should have damage closer to rifles, as muzzle energy and common human logic shows us.
I will now show my variant correcting intermediate cartridges:
Stock:
The 7.92x33 damage is increased to 8.6, the .30 damage to 7.4, and also makes the damage bonus on improvement +20% instead of +10%. Does it break everything? No. Does it make the game more logical, yes. So intermediate rounds really are more like what they are.
Now combining with the changes in point 1 (20% instead of 10% damage bonus):
Full star:
Wow, the damage ratio is now maintained, whether you are comparing two stock guns or two top guns. Now the .45 acp remains lower than the .30 and 7.92x33, you can see the difference between the weapon classes, but the damage of the latter is still far away from the rifles, which leaves them in their place.
I note that the 6.5mm Fedorov’s damage is also here with the 10% improvement. Now with the improvement it looks more respectable and is something like an “automatic rifle”, which is basically correct.
Results:
Machine guns - a 20% increase in damage per upgrade instead of 10. Assault rifles and carbines (M1, M2, Mkb 35, Mkb 42 h, MP43, VG1-5, Fedorov and all the following) - 20% damage instead of 10.
I propose to make the progression of improvements of Assault rifles and carbines as follows:
1st Grade - 10% reload speed, 10% reduction of scatter
2nd grade - 15% decrease of recoil, 5% increase in rate of fire
3rd grade - 20% damage, 15% decrease in scatter.
Ammo: 7.92x33 - 8.6 base damage (VG1-5, G43 Kurz, Mp43, Mkb 42 h), .30 - 7.7 base damage (M1, M2 of all modifications).
Bolt rifles have a +15% damage bonus, make +20%.
Of course I don’t consider the numbers to be final, although I thought about them a bit, but hopefully the general idea with the strange balance between unimproved/improved weapons and the gap in damage between certain types of ammo is clear.
@1942786 @88761617 @1998113 @GROSSE_KAISER Read pls.
@70711637 @13409800 @暴風突撃銃45型 You asked me to translate it, I did. If there are mistakes, I apologize, I used the translator and corrected it, because the text is large and I get tired of doing everything by hand