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Hub›Forum›Servers›CS:GO | Zombie Escape

ze_Pirates_Port_Royal_v5_2. Which weapon to use?

@Trabugista📅 November 14, 2016⏱ 11 min de lecture👁 469 vues💬 8 posts❤️ 2CS:GO | Zombie Escape
TR
@TrabugistaOPOriginal
📅 14 novembre 2016#1

These days we’d been discussing around the server about if the new Krakken version of Pirates Port Royal (5_2) is beatable by the server, and the most common way we’ve approached to this theme is about which weapon is more effective on the Krakken fight. That’s why i felt motivated to realise some empiric data about that:

[ATTACH=full]5311[/ATTACH]

I’ll organize this post in 4 parts to give veracity on my data:

  1. Gameplay of SMG
  2. Gameplay of Negev
  3. Why 10 tries?
  4. Conclusions with each weapon
  5. Final conclusions
  1. Gameplay of SMG:

Vortex: Hold S and shoot Wave: If backwall is not broken -> Shoot/ If backwall is broken -> hold W and shoot Barrel: Move away and shoot Zombie bomb: Shoot Bubbles: Shoot

  1. Gameplay of Negev: Vortex: Knife out and hold S Wave: If backwall is not broken -> Shoot/ If backwall is broken -> Knife out and hold W Barrel: Move away and shoot Zombie bomb: Shoot Bubbles: Don’t shoot, just wait or reload if ammo is low (when you’re in bubbles you only hit like 1/4 of the bullets to the krakken with negev)

  2. Why 10 tries? I did it 10 times with each weapon (almost all) just to verify that the RNG of the boss doesn’t affect directly on the total DMG average

  3. Conclusions of each weapon:

a) PP-Bizon: Most of the times i didn’t make 1 dmg to the boss but i was close enough to deal it if i used one more magazine on the weapon. That’s why i qualify bizon as 0’9 dmg hp to the krakken each team i’d fought. High movement velocity (240 units)

b) Mp9: More regular weapon on the SMG set, i always did 1 dmg to the Krakken and also i didn’t need too much more magazines to deal 2 dmg. That’s why i qualify Mp9 as 1,6 dmg hp. High movement velocity(240 units)

c) P90: I never did 1 dmg to the boss but i didn’t need much more for that. That’s why i qualify p90 as 0’8 dmg hp Medium movement velocity (230)

d) UMP-45: By my surprise UMP-45 was regular as Mp9, it always dealt 1 dmg to Krakken but i needed more magazines to deal 1 more dmg compared to Mp9. That’s why i qualify UMP as 1,3 dmg. Medium movement velocity (230)

e) Mp7: SHIT

f) Negev: Weapon with the more dmg, it dealt almost all times 3 dmg to Krakken. Also this weapon is the hardest to use because his movement speed while holding that is too low (195), that’s why i needed to make a difference between the gameplay of negev vs the gameplay of SMG. Even with the movement penalty i did most of the time 3 dmg. I felt like shooting half of the time with negev deals much more dmg that shooting all the time with another SMG.

  1. Final Conclusions: If want to beat the map i’d recommend to use Negev, even with the high risk you’ve the dmg is too high compared to the other weapons. Also if we’ve a nooby team or you’ve materias that you don’t want to lose you can do it with the Mp9, more dmg and high mobility weapon, it deals almost x2 dmg of our lovely bizon.

Most effective weapon: Negev Most consistent weapon: Mp9

Risk and have higher win chance with good players or play safe and try to learn the boss with noobys

If anyone has any doubt or any opinion that wants to share pls share it with us.

FUN FACT: Nades do fking tons of dmg, a whole Krakken fight only lasts 1 min with only nades, each 4 nades dealt 1 dmg to the Krakken.

MO
@Mojonero
📅 14 novembre 2016#2

I went full autism and took the weapon data from here (as outdated as it might be) as well as the damage done by the items/nades from the map and made this neat table. image M0qVwJP.png1279×309 Keep in mind that most bosses’ health not only scale with player count but also have a defined base health, so single player tests cant really be used to extrapolate data.

TR
@TrabugistaOP
📅 15 novembre 2016#3

I trust in my data, it was realised on v5_2, problably your is outdated or wrong (by my prespective). Just by looking at the damage done after 2 minutes i can tell it’s wrong. In my data negev dealt all the times x3 dmg as the bizon does and u’re showing that negev and bizon deal almost the same dmg in the whole fight. That’s probably because the mapper changed some setting on the boss. I think it’s because he added a front wall on Krakken that mitigates low penetration weapons dmg, you can see on the post i added recently that if you evade the wall bizon deals tons of dmg, and if you don’t evade the front wall you don’t do shit dmg.

Also i want to say that my data was realised when i didn’t know about the front wall of Krakken, that means that probably some tries are not accurate. Also i want to mention that because i made 10 tries of each weapon the data isn’t that bad at all.

In the boss hp your argument is completely wrong. It doesn’t matter if Krakken has 1 trillion Hp or 1000 Hp, i don’t even care about that; the only thing i care is that the boss has the same hp in all the tries, that means that the Hp is STABLE on all the tries and it allows me to compare the dmg done to the Krakken, i don’t want to know the boss hp, i want to compare which weapon is the most effective during the whole battle in terms of dmg done and mobility during the battle.

MO
@Mojonero
📅 15 novembre 2016#4

The table I provided shows the damage done under ideal conditions, the data might be outdated, but you can’t say it is wrong. For all the reasons you addressed in the original post, it is convenient to know which weapons deal the most damage per time period because there’s always going to be people dying at the first vortex/wave, and those ones should be using a weapon with high burst damage instead of a weapon that deals a reliable amount of damage after the time’s up. That’s also one reason you’d want to know about the ‘offset’ linear behaviour of the hp calculation: the amount of damage a each player has to deal before their net hp contribution becomes negative follows an inverse law. Making sure that a bigger percentage of players reach that tilting point ensures that even after a certain amount of deaths the Kraken is still beatable.

And just for the sake of it, the actual values for the health of the boss are 140 base health points plus 83 per player, all of that per health bar (times 8 for the total). Another interesting effect to take into account is that grenade damage (and to a lesser extend, items) doesn’t carry over to the next health bar. That is, if the current health bar has 1/100 points and you use a grenade, the next health bar wont remain at 31/100, but at 100/100. So to ensure maximum efficiency grenades/items should be used just after a health bar is dropped so that no damage is lost.

Still, I did actually check everything on an outdated version, and after taking a look at the v5_2 in hammer I see that there are, in fact, two walls that could block bullets. One of them, probably the one you refer to, is permanently there. image (The yellow thing is the Kraken hitbox, I made the wall white to make it easier to see) The other one only becomes solid during some of the Kraken’s attacks: image (Again, used a dirty texture to clarify the shape of the thing)

Both of those things are used to launch the explosive zombie and, I imagine, the barrels, so I don’t believe they are intentional but rather a bug that should be mentioned to the mapper if he’s not yet aware.

TR
@TrabugistaOP
📅 15 novembre 2016#5

I’m completely agree with everything you said, i didn’t mean to say you data is wrong (my english is kinda bad), i wanted to say that it’s wrong for our current version of the map, that means that it’s outdated because (i think) the mapper added some changes to thew boss fight.

Also thank you for following this discusión and giving us more objetive information of the map; i don’t really understand things related with mapping. I hope we can discuss more threads to be able to make the comunity more rich in knowledge

Syoudous
@Syoudous
📅 15 novembre 2016#6

MO
Mojonero:
Still, I did actually check everything on an outdated version, and after taking a look at the v5_2 in hammer I see that there are, in fact, two walls that could block bullets. One of them, probably the one you refer to, is permanently there. image (The yellow thing is the Kraken hitbox, I made the wall white to make it easier to see) The other one only becomes solid during some of the Kraken’s attacks: image (Again, used a dirty texture to clarify the shape of the thing)

Both of those things are used to launch the explosive zombie and, I imagine, the barrels, so I don’t believe they are intentional but rather a bug that should be mentioned to the mapper if he’s not yet aware.

Neat. Some players were saying that there was HP changes towards the map. Snooping around I saw no changes when comparing previous versions through Entspy but did not check for brush changes by decompiling the map. Indeed you are right that this is an unintentional issue as it uses nodraw (Invisible) which should (but not always depending on thickness of the brush) stop all penetration period. This ramp spawns for every barrel and “explosive zombie” that is launched towards you and effectively blocking some bullets.

HY
@Hydreigon
📅 16 novembre 2016#7

This reminds me of (and is similar to) the “shoot the shoulders” back in mako. The difference is that bahamut’s “model” is supposedly the hitbox (in css and some ports but not in v6 and even p8) but kraken still uses a func_physbox. All I have to say is a very nice find to a map I thought could be better for the worse (or worse for the better) and derp mapper.

One other thing to add is the hp is exactly the same from css meaning the boss may take longer to defeat because most weapons don’t penetrate the hitbox to hit it twice (unlike css). At least the boss is still beatable despite that.

Syoudous
@Syoudous
📅 18 novembre 2016#8

A quick and dirty fix has been applied for the server to work around this. There is a solid brush that probably can block bullets but I’m not at all worried about it for how small it is. I’m not sure if said fix is good at all. I’m posting this to get players attention to perhaps play the map well at the end to know if that was the issue all along and from there they can notify the mapper himself.

Edit: Stripper config for server operators or for the curious. Seems to do the job well and players are managing to get their shots in.

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