How to ACTUALY stop kos

I think KOS could indeed be prevented, but if someone makes a server and they want KOS they should be able to allow that in certain areas of the map they are playing on as long as it’s not the ENTIRE map except designated safezones.

ya know what, here’s a better idea. Just make an option so they can or cant KoS people.

so pve (ten characters)

Agreed, and the low tier guns should spawn with more ammo. When you get a cobra with 5 bullets you just scrap it and wait till you find a good gun

No like, even worse, Colt or something like that.

Colt needs a brutally intense buffing rework tho.

The Colt should be able to kill in at least 3-4 hits.

About 3 on torso if not armored. 1 or 2 on head if no helmet of any kind.

Hitboxes and ballistics damage multipliers should be a bit more unforgiving than it is on 3.0 as well.

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Headshots should be critical in UII. A 20% (or 30% I forgot) damage buff is just so so little in U3. A 2x modifier would be a nice healthy amount. You should be seriously rewarded for landing headshots, and they should speed up time to kill noticeably. (no one hit kills tho)

Even worse… 10%. IIRC, actual 3.0 hitboxes damage multipliers for players is like this:

  • Head: 1.1×
  • Torso: 0.8×
  • Limbs: 0.5×

This must change in UII. Few guns should do headshot-kill in the new game, but a middle ground between these and those that don’t would be indeed a DBNO state.

Close. It depends on the gun [and the entity (in this case, a player)]. Typically, it’s:

  • Skull - 1.1
  • Spine - 0.8
  • Arm - 0.6
  • Leg - 0.6

Since those are the typical multipliers, the multiplier doesn’t matter as much as the base damage does. For example [Timberwolf] 99 * 1.1 = 108 (damage always rounds down).

Alternatively, [Maplestrike] 40 * 1.1 = 44.

Unofficial content has a lot more of the unique multiplier values, but there’s also stuff like the Determinator with 0.725 Arm/Leg multipliers and 1 Spine/Skull multipliers.

Several guns need a base damage change as well. The forementioned Colt being one, since it’s like a pellet gun ingame; real far from the performance it has IRL.

I still think the Colt should be really meh in II, and have a similar rarity (of course, probably overall guns will be rarer in II so I’m gonna assume it’ll still be rarer than 3.0 but not super uncommon), but it shouldn’t be due to its damage, but rather somewhat slow fire rate and hefty recoil, as well as poor accuracy. Scream all you want about the M1911 being the best handgun ever but there’s a reason we use a 9mm handgun these days (plus you have to accept that firearms will preform differently in II for balance reasons).

But yeah, it should definitely not be doing such a pathetic amount of damage.

Guns don’t have to be weak and stupid in U2, but they should have different draw backs, guns should have different handling in the players hands, insteed of strait up recoil. The character shouldn’t be able to handle a gun well early game. Late game guns ammo should still be rare, so constant firefights wound be an option.

Also for just killing insteed of trading. Yeah you could use up all your bullets (if you only had 30) and get like 10 out of it. So you used up all your ammo and now have 10 left. And shooting the enemy player would make him use his bullets, so you would be at a loss, and now injured instead of trading and both benefited.

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