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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: crab bombs: still overpowered
411570N3 wrote: Same with any object really... if you load up enough riot shields all of the other weapons on the map spontaneously turn into terrain. but that one is due to a value that you can set in settings.ini "MaxUnheldDevices" or similar. this one is due to a glitch in the way the game handles actors, because the game isnt made to have upwards of 200 actors appearing simultaneously. or even on the battlefield..
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Sun Feb 15, 2009 10:12 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: crab bombs: still overpowered
You cant buy crabs in the next build. And besides that, alot of stuff got much expensive too! So you wont be making nukes through "fair" and non-cheating ways.
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Sun Feb 15, 2009 8:43 pm |
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GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
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Re: crab bombs: still overpowered
numgun wrote: You cant buy crabs in the next build. Horror! Crabs have become an integral part of CC, but I guess if they're so important, It would be fairly easy to just put them in a new .rte, along with the faction less weapons which are also being removed (I think). numgun wrote: And besides that, alot of stuff got much expensive too! So you wont be making nukes through "fair" and non-cheating ways. Does that imply that Vanilla actors and equipment have been balanced?
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Sun Feb 15, 2009 9:22 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: crab bombs: still overpowered
just cause crabs arent buyable doesnt mean you cant use them. you will likely still be able to place them in the editor and use them for ambiance in maps. i hope we get some sexy new vanilla map, but i bet we dont.
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Mon Feb 16, 2009 5:34 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: crab bombs: still overpowered
GopherLemming wrote: numgun wrote: And besides that, alot of stuff got much expensive too! So you wont be making nukes through "fair" and non-cheating ways. Does that imply that Vanilla actors and equipment have been balanced? Hell yeah. And btw the crabs are infact in their own .rte in the next build.
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Mon Feb 16, 2009 10:46 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: crab bombs: still overpowered
like zombies! hooray, are there jumpers? im just assuming wildlife.rte will include crabs.
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Tue Feb 17, 2009 1:35 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: crab bombs: still overpowered
Did Prom make a heavy crab sprite? Even though that thing made no sense at all, he'd still probably want it in the game.
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Wed Feb 18, 2009 2:03 am |
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DimJim
Joined: Wed Sep 24, 2008 1:25 pm Posts: 20
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Re: crab bombs: still overpowered
There should be a unit cap, where you can only have this amount of this kind of actor on the screen at once. For crabs it could be 5.
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Wed Mar 18, 2009 1:26 am |
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tb87670
Joined: Fri Mar 06, 2009 10:47 pm Posts: 23
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Re: crab bombs: still overpowered
I never tried crab bombs until I saw this thread. Awesomeness with so much gibs it freezes my PC, but I take it 100 crabs are not supposed to fit in a drop pod. Lulz.
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Thu Mar 19, 2009 8:18 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: crab bombs: still overpowered
Even if they didn't make crabs buyable, loading a drop ship up with normal bombs is still way overpowered. An explosive charge is only like what, 5z? For only 530z, you can still basically clear the battleground in a skirmish with zero strategy (fun). Sure, you can just restrict yourself from ever doing this using your willpower, but when it comes to the game's campaign, this becomes more of an issue.
There are three solutions to this problem. The bombs could be made significantly more expensive, although this would be a pretty silly idea seeing as they're already an undesirable and impractical weapon to use in most situations. You could make it such that most bombs need to be armed before they explode, so that they'll only go off if thrown by someone, but this would be completely up the ass boring, shitty, just terrible.
The third solution, which applies to the crab bomb, too, is to construct levels in a way which makes overloaded drop ships impractical. Looking at the 1 and a half campaigns (excluding tutorial) that are in the game so far, this seems to be what Data Realms will be going for. In the Zombie Cave, it's pretty much impossible to maneuver a heavy drop shop of crabs deep enough to make an impact. In Magnot, drop ships can't come down in any place where you would even want a crab bomb. This could heavily restrict level design, but eh, whatcha going to do?
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Mon Apr 06, 2009 10:14 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: crab bombs: still overpowered
a rocklet (dummy rocket) full of stick grenades and blue bombs (to reduce lag) is still devastatingly awesome.
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Mon Apr 06, 2009 10:53 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: crab bombs: still overpowered
Geti wrote: a rocklet (dummy rocket) full of stick grenades and blue bombs (to reduce lag) is still devastatingly awesome. It gets boring pretty fast.
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Tue Apr 07, 2009 12:01 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: crab bombs: still overpowered
HEHEHEHEHEHEHEHEHEHEH...
has anyone made a crab gun yet?... ya know... one that shoots out crabs that would attatch to peoplez faces and rip them up? OH and CRABS HAVE BLUE BLOOD!!! (its true)... in some cases
lol time to hit the modtable and get crackin on the crabbies... HEY if u get hit with the crab gun do you get crabs?!
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Tue Apr 07, 2009 12:07 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: crab bombs: still overpowered
Skeleton Bombs are far more powerful.
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Tue Apr 07, 2009 3:29 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: crab bombs: still overpowered
Skeleton bombs cost money.
If you want to waste money and kill everything, clone bombs are more fun. BLOOD EVERYWHERE!
*click* *click* *click* *click* *click* *click* *click* *click* *click* *click* *click*...
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Thu Apr 09, 2009 8:08 pm |
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