In-depth story analysis of the changes of Glock and P250

In-depth story analysis of the changes of Glock and P250

[GAMEPLAY]

  • Significantly reduces aimpunch when not wearing armor

  • Added changes to pistols with a focus on weapon skills.

  • Glock: Small change favoring close-range shooters.

    • Increase base damage

    • Damage reduction at longer distances

    • Slight increase in accuracy when firing continuously

    • Slightly increased accuracy when moving

  • P250: The P250 has been tweaked to encourage longer range shooting, especially against unarmored opponents.

    • Increase base damage

    • Reduced armor penetration

    • Improved damage at longer distances

    • Reduced movement accuracy

Raw Data – Original Information

Glock

“damage” 28 -> 30 (Damage)
“range modifier” 0.90 -> 0.85 (Distance)
“inaccuracy move” 12.00 -> 10.00 (Inaccuracy when moving)
“recovery time crouch” 0.276310 -> 0.20000 (Recovery time while sitting)
“recovery time stand” 0.331572 -> 0.200000 (Recovery time standing)
“recovery time crouch final” None -> 0.330000 (Last recovery time while sitting)
“recovery time stand final” None -> 0.330000 (Last recovery time while standing)
“recovery transition start bullet” None -> 0 (recovers when first bullet is fired)
“recovery transition end bullet” None -> 5 (recovers when the last bullet is fired)

P250

“armor ratio” 1.553 -> 1.28 (armor penetration ratio)
“damage” 35 -> 38 (damage)
“range modifier” 0.85 -> 0.90 (distance)
“inaccuracy move” 13.41 -> 20.00 (inaccuracy when moving)

CZ-75 Auto (Nerf version by mistake!)

“armor ratio” 1.553 -> 1.28 (armor penetration ratio)
“range modifier” 0.85 -> 0.90 (distance)
“inaccuracy move” 13.41 -> 20.00 (inaccuracy when moving)

Aimpunch (recoil when shot)

Unfortunately, there is currently no information about aimpunch.

Analysis

Glock

Damage

Phân tích chuyện sâu về những thay đổi của Glock và P250 - Emergenceingame

600 Units and closerGlock deals more damage than before. Over 600 unitsGlock will deal less damage.

Headshot distance from a headless opponent has been increased from 538 units to 561 units.

The distance Glock can fire 2 headshots against enemies with a hat has been increased from 244 units to 371 units.

Accuracy on the move

Movement accuracy has been slightly improved as mentioned in the update. Here’s a comparison of the inaccuracies of the first shot while traveling at top speed:

Before update: 2.00 +5.60 +12.00 = 19.60

After update: 2.00 + 5.60 +10.00 = 17.60

Phân tích chuyện sâu về những thay đổi của Glock và P250 2 - Emergenceingame

In-game comparison (the bigger the square, the lower the bullet accuracy)

Shooting accuracy

Glock’s accuracy has been improved except for the constant ammo spamming while sitting. As with Five-Seven, sitting down does not improve accuracy when shooting, so sitting down does not help increase accuracy when firing the first shot. Accuracy for continuous fire has improved slightly while standing, but the real advantage of the change is the accuracy of continuous fire when firing only a few rounds. Tapping has been greatly improved with faster return to initial inaccuracies.

Inaccuracy when spamming bullets at full capacity

Phân tích chuyện sâu về những thay đổi của Glock và P250 3 - Emergenceingame

Inaccuracy when spamming bullets to the fullest

Phân tích chuyện sâu về những thay đổi của Glock và P250 4 - Emergenceingame

Tap accuracy is harder to calculate in this update because the recovery time value always changes after each shot. Previously, values ​​were calculated by formula, this update was tested using autofire, that’s why the data is not accurate.

Inaccuracy when tapping 0.22s per tablet

Phân tích chuyện sâu về những thay đổi của Glock và P250 5 - Emergenceingame

P250

Damage

Phân tích chuyện sâu về những thay đổi của Glock và P250 6 - Emergenceingame

With these changes, P250 CANNOT 1 headshot at a hated opponent anymore. The distance of 1 headshot before the update was 257 units.

The distance of 1 P250 headshot to the headless head has been increased from 1035 units to 1987 units.

Damage with no armor is always higher than with armor in any update, the damage is only higher when the distance is over 1000 units, that’s quite a distance.

Accuracy on the move

Movement accuracy has been reduced in this update. Here is a comparison of the first shot inaccuracy while traveling at top speed:

Before update: 2.00 + 9.10 + 13.41 = 24.51

After update: 2.00 + 9.1 + 20.00 = 31.10

Phân tích chuyện sâu về những thay đổi của Glock và P250 7 - Emergenceingame

In-game comparison (the bigger the square, the lower the bullet accuracy)

CZ75-Auto

This change was unintentional as the CZ75-Auto’s stats were borrowed from some of the P250’s parameters. While damage remains the same, armor penetration rate, distance and movement accuracy are absent, so CZ75-Auto has borrowed values ​​from P250. When the P250 changes, the CZ75-Auto is also affected. Valve simply added features so that CZ wouldn’t take other parameters by itself to prevent this from happening again.

I won’t go into the details of the CZ specs in this Beta as it will be fixed when it’s released, as long as Valve is aware of the issue.

Author’s thoughts

Unlike the changes of Tec-9 and Five-Seven when they are “remakes”, while this update Glock is an improvement while the role of P250 has been changed.

Glocks are much more useful than before when it comes to bullet spam and tapping, and the increased damage makes single-shot kills in pistol rounds a little easier. Even when full-save, the Glock is actually more useful when it comes to shooting 2 bullets into the head of a helmeted opponent. The real disadvantage is that the long range damage has been reduced a bit, but with the improvement in accuracy, chances are you’ll hit more at long distances with faster taps. And this for me is a big improvement.

The P250 is completely re-routing. It’s no longer a helmet-mounted single-shot, making it’s usefulness in eco rounds significantly reduced. Movement accuracy also got worse. Instead, Valve wants the P250 to be used against unarmored opponents because the damage with no armor has been increased. This means that buying P250 in pistol rounds will be more visible, as the aimpunch combination has been reduced in this patch, and armor is also not fully increased in pistol rounds (when forced to buy gun/nade/kit). then that person will not be able to afford armor in the round pistol). The only problem in this fix is ​​what Valve said in the update:

The P250 has been tweaked to encourage shooting at longer distances, especially against unarmored opponents.

The P250 has poor headshot accuracy (11.10), especially when compared to the Glock (7.60), P2000 (6.90), and USP-S (6.40). While it does more damage than the above guns, I wouldn’t think players would use this gun at long distances because of its low accuracy. Maybe Valve should increase the accuracy on the first bullet and reduce the damage a bit, since the update and the in-game parameters don’t really match.

Author: SlothSquadron (Responsible for gameplay design for Classic Offensive)

Source link: In-depth story analysis of the changes of Glock and P250
– https://emergenceingames.com/

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