fatshark_sebgra

fatshark_sebgra



18 Apr

Comment

Yes.

Yes and no.
Currently that’s how it works. But there’s nothing technical to prevent us from modifying which target index is being used and how much hit mass is consumed. This is more of a question that falls into the design space...

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17 Apr

Comment

Exactly. As long as the sweep continues you will (read: should) make some effect on the enemies in range.
Carapace armour will normally always stops an attack, regardless of hit mass budget left, but a few traits, Brutal Momentum included, ignores that and uses normal hit mass calculation.
But to be honest, I can’t actually recollect that actual interaction between that trait and the bulwarks off the top of my head. If I get the time I can try and verify the actual behaviour (both actual and inten...

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14 Apr

Comment

Hello, combat team programmer here!
I’m gonna try and answer #3 as well as possible without going into absolutely every detail and making it too much of a wall of text.

First off, there is actually two cleave values behind the scenes, one for attack (dev term for Damage) and impact (dev term for Impact).
But this is mostly for legacy reasons from early implementations, and in actuality the highest of these values are used for the hit mass budget calculation. (And both, and therefore the final, value should be influenced by buffs and other bonuses.)


The absolutely shortest answer to #3 is that the calculation for the which enemies can be staggered are done the same way as for damage. But we should always apply some kind of stagger or hit reaction as long as the weapon haven’t been stopped in its sweep.

The more technical answer is along these lines:
All hit mass decide is ...

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16 Mar

Comment

As the good Commissar says, the Mk VIIa recon lasgun will be the best at punching through unyielding, infested and carapace armour. It will also stagger those armour types more. The Mk II is similar, but a bit worse owing to the higher fire rate. Then the Mk VId has the “worst” (of the three) armour penetration capabilities, but a lot higher fire rate. But as mentioned above the high fire rate can make it outclass the Mk II in pure damage.
The lower armour penetration capabilities does mean that it will benefit more from brittleness applied to enemies and rending applied to the weapon than the other two marks. Leading to potentially even more outclassing.

I did look a bit closer into the actual tweak values at near/far range, and it looks like there is some discrepancies between the Mk II and Mk VId there. Again I won’t promise anything, but the designers knows about it at least.

Comment

I agree with that reasoning, and looking at the code there aren’t a lot of differences between the infantry autogun marks.
It might have been any number of reasons, such as the visual components being updated after the tweaks were in place, or an oversight, or deliberate design.

I could argue that autopistol (as our version is more of a 40k SMG than a pistol) fills the role of a nimble autoX type of weapon. But that would veer into a design and lore discussion, and while I’d love to do the latter I don’t feel that I can give a good enough design answer. And I don’t want to give the impression of promising anything or raise any false hopes/spread false information by saying it should be changed, as it’s ultimately up to the designers. I can say that I’ll give them a heads up about this though.

Lots of words for saying “I don’t know”. But I hope it’s somewhat useful anyway.


15 Mar

Comment

Hello! I work on the combat team, and can hopefully answer this, or at least shine some lights on it.

When we (as in the combat team) set up weapons we usually go by the models of them. Bigger or heavier looking ranged weapons tend to get tweaked towards the low RoF/high damage spectrum, while smaller and ligher looking ones go the other way.
That there’s been a pattern of blue-ish weapons being fast and light while orange-ish ones being slow and heavy (and the green-ish being a middle ground) is actually a pure coincidence from the balancing point of view.

For the damage (and fire rate and therefore total damage output), it will of course depend on how the stats are rolled, so I’m going to base this on all stats being set to 50%. And with that baseline the Mk VId will deal less damage per shot than the Mk II.
But when including other things like the firerate being about 50% faster, similar spread as the Mk II while aiming, and being more mobile in general, t...

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12 Aug

Comment

I think there has been a mistake in the patch note description, as the handgun uses the same damage profile on aimed and unaimed shots, so the damage increase vs armour has been bumped from 1.0 to 1.2 on both attacks.
The shots not piercing shields however was a bug and has been fixed internally. Will be in a patch soon.


08 Aug

Comment

Thanks for the report! I had fixed a similar issue that didn’t have time to get merged for the release.
The fix should be included in a patch soon.