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"What your telling me is that all skills should be nerfed since all the skills are more powerful then overall paticular actvity which in this case is pvp. "
We never said such a thing but I'll go ahead and address this. I, myself am more worried about sharpshooter as it is such a huge boost to such a common thing, "missle weapons" you know, guns. Healing goes up to 50% but we are not talking about that because you don't always have to heal in combat (zombies, fall damage, radiation, that sort) that and meds (good ones) are more rare then many of the best weapons.
Sneaky beaky is fine at 50% because most of the time you are sneaking around ZOMBIES, or if you want to be quiet around plays sprint jump but only sprint when jumping.
Most players I've seen (including myself) run with the "spec ops" skill tree meaning that sharpshooter is
A lot easier to get.
Well until the next person comes along...
It's complete unbalance of weaponary.
Skills are just like wtf, some skills remove infection entirely or flinch, which is rediculous, etc.
Freeform building is litteral cancer for server memory and just turns the game into Mad Max if you put in on a car.
Who thought tanks were a good idea...?
Helicopters i can live with.
The item spawns need to be dumbed down, nelson isn't exactly smart when it comes to game designing it seems.
Nelson.... if you make a legendary item really rare and have it a 2.5% spawning rate.... it's not going to help... if you SPAM spawnpoints all over them map.
PEI legendary spawns: 7
7x2.5=17.5%..... cm'n dude.
The game's huge intollerance for bad ping. I know bad ping... you can expect delays, but that's not my problem, at least not my main.
The game sends you back to 1 spot 1000's of times if it has a slight difference in elevation.
3rd person is an exploit.
dropshotting is an exploit.
the game's bad physics are REALLY exploitable. We all know who im talking about, those guys that say they're MLG but just rush you with a honeybadger while hopping around in the air to avoid your bullets with the parkour and excercise skill.
That's the only thing im going to say for future reference.
You can disable freeform in servers, just as easily as you can turn down item spawn rates. It would be easy to get stop vehicles altogether spawning
What would you rather join,a server where you get more stuff and just have a war all the time, or a survival based server?
For casuals, that's a rather easy question.
But we already have those kind of games. H1Z1, DayZ, Ark, blah blah blah.
we already have a bunch of arcade shooters
We don't have an arcade 3D multiplayer survival game yet.
And for those that are going to say this game is survival, no... no it's not.
It's a shooter with survival aspects.
I used to run a server with no vehicles, 2% loot spawns, and low item durability. It was really enjoyable and a lot of people liked to play on it. I remembered the time i found nightvision, and for me it was a really great rush. The server forced you to build a base, grow food, and avoid players. Then hackers found the server and people just flew round with machine guns. I kind of see where your coming from here, but unturned has not lost its survival aspect, its just that a lot less players are willing to explore it
Forgot to mention that the Sabertooth has 250 meters of range (Snayperskya has 200).
Down below you can see the full file of the Sabertooth, i'll go through every stat and tell you what they are.
GUID that's the global ID
Type gun should be obvious, type of item, which is gun.
Rarity rare should also be obvious, rarity, rare.
useable gun means the player can use it.
slot primary, slot is slot primary is which slot.
ID 1018 is the Indentification Designation i'm pretty sure it stands for.
Size's are how big the model appears ingame.
Sight 1019 is which sight it comes with.
Magazine is which ammo it comes with.
Hooks are what attachments slots they have, in this case, all of them.
Ammo min max is with how much minimal and maximum ammo it comes with.
Safety, Semi, Burst and Automatic are the fire modes.
Caliber designates what ammo it uses, in this case, Sabertooth Magazine's.
Range 250... is obvious. How long the range is.
Firerate is the measurement of firerate. In this case, pretty slow. Firerate 1 is maximum, that's the fastest.
Action Trigger is which trigger/aiming style it uses. Minigun, String, Bow, Trigger, etc.
Sidenote: If you aim in first person, guns actually have better accuracy in first person than in 3rd person. You can test this by setting the Action to Minigun, and then aiming in. (it changes the aiming style into that of Fallout 3, Halo 5, etc.)
Player damage 60, is obvious, how much damage it inflicts to the player.
Player_Leg_Multiplier 0.6 is how much damage it will do of the original number, in this case 60% of the original damage which is 60, what will do 6x6=36 damage.
The rest of the multipliers should be obvious with the previous explaination.
Zombie damage 99 is how much damage it will do to zombies. For some reason.. Nelson... i think every gun in the game does 99 damage to a zombie.
Multipliers should be obvious, again.
Animals... do i really have to explain this one..?
Barricade_Damage 40
Structure_Damage 30
Vehicle_Damage 40
Resource_Damage 30
Object_Damage 35
That's how much damage the gun will do to those classes of objects. Barricades being destructable obstructions. (pine barricade, barbed wire, spikes, etc.), Structures being freeform building and player bases, vehicle to vehicle, resource to trees and iron vains and objects to destructable objects.
Durablity is how much durability will decrease per shot, in this case 0.9% per shot.
Spread X and Y is the ''accuracy'' basicly. See no mention of this whole calculation he has, just the regular spread calculations. Crosshair wont be affected in size, it will always be 4 points having the same Axis. it can be bigger however, i think THIS is what he meant, with the Y spread being low, the gun will almost always hit in the middle, but can differenciate within left or right accuracy. But that still means his explaination is false, because there's no mention of multipliers, accuracy or any of that. Just the ''two values'' which can be litterally anything.
Recoil is one i like to talk about, since it's one of the most advanced stats in this whole game.
Recoil_Aim 0.75 is the stat i hate the most, it's the multiplier for how accurate the gun will be with a scope, which is like... WHY? You already have the scope for magnification and the points of bullet drop marks, that should already be enough of a help, but with that he just slaps extra accuracy on it. Why is this Nelson? it's and here's the keyword again... not balanced.
Recoil_aim 0.75 means the gun will have 75% of its original accuracy.... keep this in mind... the high cal snipers have 0.25. 25% OF ITS ORIGINAL RECOIL, YEAH WHATS BALANCE ANYWAY RIGHT? .... Ugm.... okay let's go on lol.
Recoil_Min_X -5 how many degrees minimum it will go left and right, in this case, left since its -5 and not 5.
Recoil_Min_Y 7 how many degrees minimum it will go up and down, in this case up, since down... wouldn't make sence lol
Recoil_Max_X -10 how many degrees maximum it will go left and right, in this case, again, left.
Recoil_Max_Y 13 how many degrees maximum it will go up and down, in this case, up.
as you can see, this is quite an awesome recoil pattern, so simple yet so advanced. I like it cuz it makes the recoil unpredictable, since it can go from example -5x7 to all of a sudden -10x13.
BUUUUUUHUUUUTTTTTT..... With all attachments and the Skill, it completely removes this pattern of recoil, and recoil in general. How this passed testing... is beyond me.
Recover X and Y is the recovery, how many degrees in X and Y Axis it will recover from the recoil itself.
Shake can be explained in a whole chanbang but its BASICLY how much your gun shakes in first person when you shoot. Which... doesn't happen in 3rd person.... yet another reason why 3rd person should be nerfed or removed entirely.
Muzzle is the barrel effect the gun has, in this case, Flash_Medium.
The rest is just what it requires to repair and what it gives when you scrap it.
Hope this teaches you guys some things as well :)
GUID c4b6a5dcf4d4498e85bb7b50135770e2
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 1018
Size_X 5
Size_Y 2
Size_Z 0.4
Size2_Z 0.75
Sight 1019
Magazine 1020
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 2
Ammo_Max 10
Safety
Semi
Caliber 22
Range 250
Firerate 10
Action Trigger
Player_Damage 60
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 40
Structure_Damage 30
Vehicle_Damage 40
Resource_Damage 30
Object_Damage 35
Durability 0.9
Spread_Aim 0.005
Spread_Hip 0.35
Recoil_Aim 0.75
Recoil_Min_X -5
Recoil_Min_Y 7
Recoil_Max_X -10
Recoil_Max_Y 13
Recover_X 0.5
Recover_Y 0.75
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
Muzzle 4
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 5
Blueprint_0_Tool 76
Blueprint_0_Level 1
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 1018
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27