FrozenSand / UrbanTerror4

Official bug tracker for the game Urban Terror 4.x - www.urbanterror.info
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Benelli is underpowered #360

Closed dag closed 8 years ago

dag commented 8 years ago

Might be a weird thing to say about one of the most powerful weapons in the game, but I think its limiting factors are outweighing its benefits.

Benefits:

Limitations:

Suggestions:

Obvioiusly, I don't suggest increasing all these parameters, unless perhaps very subtly. Now, I can understand how the Benelli ended up like this; you were adding a high-damage slug shooter and didn't want to make it overpowered, but I think you ended up overcompensating instead. I really like this gun, it's fun to play, but it's not very useful in practice in its current configuration, IMHO, even as a secondary.

Chameleonhider commented 8 years ago

IMO Benelli should have 6 rounds, slower reload (comparable to SPAS) and higher maximum range. Damage could start dropping off as soon, but damage drop off could be more linear, so Benelli would still deal non-negligible damage at some range.

What this game doesn't have:

So making Benelli to be balanced just right, you could make all those three into a single weapon.

dag commented 8 years ago

Almost no damage at all beyond mid-range distances

I should add that even at the mid-range, the damages are already very low. Unless you're in something like a close-quarter small room, you can shoot an enemy who seems quite near in the head and deal like 10% damage. To deal any respectable damage, you have to be so close you almost might as well use the knife! Even then, the accuracy is so off that you're unlikely to manage a headshot, and a torso shot alone isn't fatal. And now you have to manage one more hit with this low-accuracy gun, in such close quarters that your enemy has probably knifed you by now. OK hyperbole but you get my drift.

I would most like to see 100% Torso damage and increased range. Damages would still drop as a function of distance, it would just take more distance to reach the lowest possible damage.

It's debatable whether it should be further improved after those changes, but suggestions would include an extra round, higher accuracy and 100% Vest damage, but probably not all of the above together.

I don't want the Benelli to end up overpowered, either, but it's easy to forget how powerful other guns already are in comparison. It might take more bullets with an LR300, but it fires them much faster, have much more rounds in the clip, no range penalty and much better accuracy. As a secondary, it might be better compared to something like UMP in Spam mode, though, but even then most of those points stand.

UMP Spam basically gives you 10 shots with comparable damages to Benelli (Torso is theoretically 3x44 damage, although it's often not the case that all three bullets hit the same target area) with slightly slower rate between shots but again no range penalty and much better accuracy (especially with laser).

I would like Benelli to be more competitive relative to that, but with a different set of tradeoffs. I very much like what 4.3 already did to make previously underpowered guns more appealing and less forgettable. For example the MAC11 was basically useless in 4.2 but now it is an interesting option in certain niche situations. That doesn't mean it is now overpowered, or competes with LR300 in most situations, but it doesn't have to.

IHappyDayI commented 8 years ago

I'm not involved in, and I have no clue about weapon balancing, but I don't see how you came to the conclusion the benelli does little damage and is inaccurate. The benelli has 100 % accuracy, no spread whatsoever, at any distance.

Check out this image. At this range, the benelli still does more damage than a DE. A few steps closer and you do 100 % damage to the helmet. I wouldn't call this little damage. benelli_01 You can argue of course, it should do more damage to the kevlar. I don't know about that. Maybe it should.

Anyway, I think the benelli is most effective at mid-range, since at long range, it deals no damage and at short range it's incredibly hard to hit, because it's so accurate. I don't know how to change, or if to change the benelli at all. It just seems to me it's a hard to use / quite specific weapon.

dag commented 8 years ago

The benelli has 100 % accuracy, no spread whatsoever, at any distance.

I'm not completely sure I'm using the correct terminology, but check out the crosshair with e.g. cg_drawcrosshair 5 and compare it to something that has 100% accuracy like the Beretta. The Benelli crosshair is as wide as the SPAS, but unlike the SPAS only one slug rather than several pellets, hit within that area.

Check out this image. At this range, the benelli still does more damage than a DE. A few steps closer and you do 100 % damage to the helmet. I wouldn't call this little damage.

Not sure I would call that mid-range. Borderline between mid-range and close-range, perhaps, as evident in your statement that a few steps closer does full damage. A few steps back and I suspect the damage starts to drop off fast. If a few steps forward adds 29% damage, if that's linear you end up at 42% if you take the same steps backwards. Take those steps twice and you end up at 13%. This is all well and good, but I think it happens too fast, with too little a margin of distance.

Anyway, I think the benelli is most effective at mid-range, since at long range, it deals no damage and at short range it's incredibly hard to hit, because it's so accurate.

Now I'm sure I'm confused about the term "accuracy". Why would better accuracy make it harder to hit? My conception of accuracy is that 100% means it hits where you aim.

In real games, I've shot people who are crouching behind crates such that only their head is visible. I shoot them with the Benelli, and it's a hit... in the Groin.


Accuracy and range aside, I think at least it should do 100% damage to Torso at full-damage distances. This is only possible at close ranges, it's a non-trivial shot to make, and you only have five rounds without reload, so I think it would be fair. It's comparable to a headshot with a pistol, or a clean Torso hit with UMP Spam.

IHappyDayI commented 8 years ago

Now I'm sure I'm confused about the term "accuracy". Why would better accuracy make it harder to hit? My conception of accuracy is that 100% means it hits where you aim.

It's easier to follow someone with your crosshair, when the guy is far away. He just doesn't move as fast on your screen. If someone is really close, he makes a step to the side or crouches or jumps and he's no longer in your crosshair. That's what I mean by "it's incredibly hard to hit, because it's so accurate". The spas on the other hand, has such a large spread, that even when an enemy is really close and moving in and out of your screen, it's still rather easy to hit at least with something,

Well, at least this is how I feel when using the benelli. It's so easy to miss at close range because the guy is right in front of me, but the center of the crosshair is 1 mm over his shoulder or between his arms or legs. Click -> 0 damage

dag commented 8 years ago

On the other hand it takes larger motions to move your aim away from the target. At distance, the slightest movement means you can miss.

BidyBiddle commented 8 years ago

We do have in mind to tweak the new weapons in the future to make them more enjoyable to handle. Though, we only keep track of bugs on the GitHub issues. Suggestions are welcome on our forum: http://www.urbanterror.info/forums/forum/57-4x-suggestions/