STEAM-GRUPP
Sernix Coop Insurgency SCINS
STEAM-GRUPP
Sernix Coop Insurgency SCINS
32
SPELAR
348
ONLINE
Grundades
29 januari 2015
Språk
Engelska
Plats
United States 
Visar 131–140 av 1,013 poster
3
M576 buckshot rounds for M203
1
Does the AI director account for the inherent difficulty in each map?
69
Without Points Server
19
HAHAHA!!
12
Another Bullet Mechanic Discussion / Debate
Ursprungligen skrivet av DaGolem:
Ursprungligen skrivet av Max:
keep the bots toughter than vanilla/nwi theaters. the only thing I hated about this game when I first started playing before finding Sernix was that everything died so fast. it sucks when you have so few targets to kill and people are left asking themselves..."when do I get to kill somthing" .....there is no shortage of targets on Sernix...and that is awesome. Hell some targets require more than one person to take them down which is icing on the cake.

But problem is with the unrealistic acarde damage sytem u get more unfair situations where u die but in a realistic damage system u wont.

That´s the reason why i play less and can play only 1-2 rounds on sernix now. 5 days ago the last time i joined sernix...makes no fun for me! And if u take a closer look it looks like many think the same way the server are most of the time empty sometimes 1 Server is full and the 2. is on half...with the change the players and the fun are gone.
Times are over where u hardly get one free slot on a sernix server.

It sucks so much to die when your reflexes, aiming, precision is faster and it doesen´t pay out because of a unfair and unlogical damage system or u die because u have to reload so much.
Some people say its fun, some dont. I play Insurgency because i dont want the Tripple A standard acarde shit shooting system but this is now in sernix.

Remember, just 2-3 months ago when bot armor got reduced significantly along with ours, the complaint turned to: "bots aim is too good". When a good portion of that was that they were simply just one shotting us back (admittedly I was playing with bot reaction time and not so much bot aim, but even when I reverted it back quite a bit I was still getting those complaints).

As Hodor said, one shotting occurs at higher caliber classes. In a typical military squad, everyone has different roles.. So sometimes how well people play their roles, what map they are on, all factor into this equation. Imagine if I made every class the same. Everyone was a medic, mg, sniper, engineer, a melting pot of whatever you want to be. How predictable would everyones loadout be? 762, high cap mags, would be most likely option #1 for most people.

I still agree that there is always balancing and work to be done. Heres a question for you DaGolem. Without touching any armor/ammo values (guns are free game). What are some ideas of how you would balance the imbalances?


Ursprungligen skrivet av sheppy:
DaGolem, I feel your pain and have noticed the same thing. Sad really.
I just got on a few minutes ago and one server had 11 players the other 4 zero..fun times I guess...

While I agree it may appear as so in some instances, it is often a false observation since server population during the work week especially is thinner and more spread out. Regardless though of the week, it is too hard to measure in real-time or day to day, much like measuring weather vs climate data.

Weather is the near-term prediction (server population goes up towards end of the day when people get off work) while climate is the long-term prediction (server population will go up/down throughout the month because of a new update, or spring/summer/winter break, NWI update broke custom servers/mods, etc).

Basically measuring per-server popularity needs to be measured through a longer period. Real-time tells one story, taken 5-26-17 @ 10:40am PST[www.dropbox.com].

Our long-term server rank tells a better story and 2 of our servers [www.dropbox.com] are still the top 2 ranked coop servers at rank #11 and #14 with the closest coop server at rank #18 Gametracker ranks server based on server popularity of the last month[www.gametracker.com]

I don't see DUALITY coop on gametracker but they are on battlemetrics[www.battlemetrics.com] at rank #86. In comparison with our servers[www.battlemetrics.com] Server #1 and #2 are rank #17 and #49 with server #3 at rank #107. 60 OP Bots[www.battlemetrics.com] are at a respectable #56 and #121 with UralRussianServer[www.battlemetrics.com] at an impressive #28

How Battlemetrics rank servers from a Battlemetrics reddit thread:

"Rank is calculated based off the average number of hours played on the server over the past seven days. We did it this way to give players a better idea of which servers were actually more popular, even if they have a players connecting/disconnecting rapidly. How long everyone is spending on the server should be the best measure of popularity."

Conclusion:
While I agree that new elements add frustration (especially when first introduced and unbalanced) and may affect population short and long term, I make a constant effort to get feedback and try to find the happy medium which I think bring people back old and new. I also understand that server popularity does not fully represent the server morale but on the inverse, complaining in-game can become toxic and filled with negativity instead of looking at issues objectively and posting about them.

Also to further address possible server popularity illusions, many people don't even know we have 6 servers (currently 1,2,3,4,6 are up and running). So some people may have 3 of those in their favorites list and all can be empty while 2 of them are populated which appears that Sernix is doing poorly..
Overview page has all IP's

Sorry for the long post, I meant to type this up before as a standalone post but will now use this thread as a reference if its brought up again.
Ursprungligen skrivet av 🎄Hodor🎄:
Diamyo is right about latency. For best hit-box experience stay within 100ms to 200ms. Anything below or above leads to funky hit detection. Especially above 240ms. I take an extra 2 bullets to hit stuff running across my screen.


Speaking from the same area 1/2Insane lives in, some days server #1 is the only good place to play.

Sometimes even a rare net spike makes my gun shoot off 10 rounds when i clicked for only 1 round...... for all those out here who've seen me accidently go full auto friendly fire on you, my connection did it! xD


When playing server 2-6 leave net_graph 4 on for awhile when you join, easy to tell bad net days where joining other servers is the only option. It seems the servers are hosted at different places (different states?).


Server #1 is in San Jose area.

#2 - #6 are central closer to Chicago.

#3 and #4 are our best shared servers in terms of CPU.



@Blue, 1 Share, Max

I think finding the happy medium to please everyone is difficult and right now where its at is close in regards to the current system in place (in my opinion). People need to find temporary compromises when there are changes in place. The bigger picture will become more apparent with time.

The juggs do present a different aspect where bullets do feel even less lethal and I do plan on reworking jugs as soon as I could get the new spawning system in which I really want to get right the first time with minimal tweaks/bugs.

I have a 5 day backpacking trip coming up next week so I have been distracted more lately. I may spend my free time developing the concept more and also doing a post about what I envision. Its a big undertaking but I know if it works it'll give me a boost of motivation to lay out more bricks moving forward.
Ursprungligen skrivet av ½insane [又买什么:
]
just took a HALF OF MAG of M4 just to kill a normal insurgent.



YAY FOR SERNIX! LONG LIVE DAMIYO!!



/s

@Insane That would be impossible even if you were shooting him the chest and he was wearing AR500 IV armor and with hollow point rounds. It takes 4 rounds in the chest with 556x45 HP to kill an insurgent with AR500 armor.

Ammo Spreadsheet [docs.google.com]

If you want proof follow instructions Here

Also if you're still not convinced, remember that there is latency with source engine and hitboxes. Example: https://www.youtube.com/watch?v=GBhTRPOAVtI&ab_channel=declspecnaked


Ursprungligen skrivet av ½insane [又买什么:
]
@Damiyo, technically 4 bullets.

Did you count in getting suppressed?(BOTS DOESNT GET SURPRESSED FYI)
Did you count the bullet's accuracy of that "1.5"

but yes, 10ish bullets to kill 1 guy but i get instant 1 bullet kill(not a headshot) by a galil while wearing t h i c c armors down to the bone.

so what's the point of having armor? it just helps you against shrapnels but not bullets but i dont see that work with the bots


correction: i dont see the same armor charactistic works on the bots.

oh i just saw a jugg running faster than a human with the heavier armor. what nonsense.


@Insane, bots do get suppressed. I know this because I've had a direct line of communication for 2 years with Adam Sikora, the NWI developer who programmed the Insurgency bots for Coop[www.dropbox.com] Here he is on their website[www.insurgencymod.net]

Bots are 100% identical to us in regards to bullet mechanics. Obviously the juggs get jugg armor and we dont have jugg armor, but this is iteration 1(hence why they run too fast currently) and not everything is a 1 to one balance else bots would revive each other, build barricades, jammers, and ramps. I wish I was a human cyborg who could program for 12 hours straight without errors or fatigue and work on this full time with a universal basic income but that reality may not occur in my lifetime.

Ursprungligen skrivet av NightCrawler:
Really HOW Technical are we getting here? We are just trying to play a simple game here. Why does it have to be so Technical in Nature that we need a Nuclear Scientist to figure out what Kills a Guy or Not "in real life"?. Nothing in the current game of Insurgency, or on these servers, is "Really Real Life". I have hit a guy with at least 5 rounds of 5.56mm and he is still running at me full speed! You cannot tell me even a guy wearing full body armor will not at least be SLOWED Down by those 5 Rounds. Really?

@Night I only get technical when there are grand claims that are wrong... If I dont understand how bullets affect bots or players, I cannot challenge such claims. So I spent 3-4 weeks 1+ year ago rehauling the vanilla system to our own bullet mechanics that view bullets as actual standalone round vs round "upgrades" like Vanilla does (which is more complex when trying to calculate). They are not meant to be realistic, but simplified and easier to modify (not perfect, not full realism, just easier to interpret/explain and modify by me).
22
Upgrading my system
4
Solution to the heavy Juggernauts.
21
In-Game Help Window
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