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 CONTENT TWEAK THREAD 
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Joined: Tue Dec 30, 2008 4:31 am
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Post Re: So, official orders from devs
Please nerf the dummy pistols and increase the ROF on regular dummy weapons. Right now, enemy dummies kill me 10x more often with pistols than their guns, because they only ever get one shot off with their main weapon, and their sidearm does tons of damage.


Wed Jun 10, 2009 7:04 pm
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Post Re: So, official orders from devs
Someone pointed the limited number of grenades out that can be purchased, in comparison to infinite ammo. It might be an Idea to give them something like a reload-time, too, without having the grenade(s) necesarily held in your hand. Something like a timelimit before they may be used again.
Just an Idea.

Anyways: What I am still missing are Mines and Trap-like bombs. There are Timed charges and the C4, but none of them can make a tunnel or something impassable like the molotov-cocktail does.
Also - about the Coalitions Stormrifle (Not sure about the name tho) - it looks more like a shotgun than a machinegun. Besides, that weapon strays too much and inflicts way too less damage.


Wed Jun 10, 2009 7:08 pm
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Post Re: So, official orders from devs
We need some heavy duty digging equipment. Maybe a drill truck of sorts that can more easily get through dirt, and at a more constant rate? And then you could have a needle drill the cuts a narrow hole deep into the ground to get some gold deposits otherwise not worth the trouble. To cover up these holes, too, there should be deployable bridges that don't break too easily.


Wed Jun 10, 2009 8:08 pm
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Post Re: So, official orders from devs
TrickySoldier wrote:
We need some heavy duty digging equipment. Maybe a drill truck of sorts that can more easily get through dirt, and at a more constant rate? And then you could have a needle drill the cuts a narrow hole deep into the ground to get some gold deposits otherwise not worth the trouble. To cover up these holes, too, there should be deployable bridges that don't break too easily.


Before that we need to make rock and concrete (along with bunker modules specifically) tougher so that i cant destroy a base with only a Turbo Digger.


Wed Jun 10, 2009 8:11 pm
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Post Re: So, official orders from devs
Regarding Diggers:
I dont like the way they dig too much. Have them atleast work like the pulsedigger. Point is - the way they work now, they produce tunnels looking like, well, as if someone ripped paper. Hard to explain but I think you get my point.

Ill try to find a description how they might work in a fashion I would prefer them - Just like some kind of Plasmashield held in front of the body, that disintegrates the soil while walking forward. Of course, to dig down youd just have to face the shield downward.

It wouldnt necessarily have to look like a shield, but the way it would as a shield would result in a much cleaner tunnel.


Btw: Im curious how the AI will be made to make it mining in a proper way.


Wed Jun 10, 2009 8:49 pm
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Post Re: So, official orders from devs
Make it so gold is easily picked up by Diggers. too many times I've gone over a big gold cluster several times before retrieving all the gold.

ALSO, Presets should stay permantly and not only last a match


Wed Jun 10, 2009 9:38 pm
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Post Re: So, official orders from devs
Real faction icons. Seriously. I don't know why they haven't been included yet...


Wed Jun 10, 2009 9:39 pm
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Post Re: So, official orders from devs
reload times should be realistic, and if a weapon has long reload times it better have a sound to go with it that sounds like the weapon has an elaborate arming procedure. beeps, clicks, the lot (mostly talking about the uber cannon here). any magazine based weapon (read: just about all of them) should take a few (2.5) seconds MAXIMUM to reload.
weapon particles should use air resistance to limit damage.
ANYTHING WITH AIR RESISTANCE SHOULD FALL NORMALLY WITH TWEAKED GLOBALACCSCALAR!
use darlos's lift script on the rockets, so they fall normally if they somehow lose their speed. this is especially important for the RPC.
RPC should do a LOT MORE DAMAGE AND NOT BOUNCE OFF HUMAN FACES! ITS A ♥♥♥♥ CHAINSAW!
c4 needs to be less ugly. a lot less ugly.
c4 could use a more smokey explosion, like a blast rather than a firey mess. it should be able to penetrate bunkers.


Wed Jun 10, 2009 9:42 pm
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Post Re: So, official orders from devs
Geti wrote:
reload times should be realistic, and if a weapon has long reload times it better have a sound to go with it that sounds like the weapon has an elaborate arming procedure. beeps, clicks, the lot (mostly talking about the uber cannon here). any magazine based weapon (read: just about all of them) should take a few (2.5) seconds MAXIMUM to reload.
weapon particles should use air resistance to limit damage.
ANYTHING WITH AIR RESISTANCE SHOULD FALL NORMALLY WITH TWEAKED GLOBALACCSCALAR!
use darlos's lift script on the rockets, so they fall normally if they somehow lose their speed. this is especially important for the RPC.
RPC should do a LOT MORE DAMAGE AND NOT BOUNCE OFF HUMAN FACES! ITS A ♥♥♥♥ CHAINSAW!
c4 needs to be less ugly. a lot less ugly.
c4 could use a more smokey explosion, like a blast rather than a firey mess. it should be able to penetrate bunkers.

Yes.


Wed Jun 10, 2009 9:52 pm
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Post Re: So, official orders from devs
CrazyMLC wrote:
Geti wrote:
reload times should be realistic, and if a weapon has long reload times it better have a sound to go with it that sounds like the weapon has an elaborate arming procedure. beeps, clicks, the lot (mostly talking about the uber cannon here). any magazine based weapon (read: just about all of them) should take a few (2.5) seconds MAXIMUM to reload.
weapon particles should use air resistance to limit damage.
ANYTHING WITH AIR RESISTANCE SHOULD FALL NORMALLY WITH TWEAKED GLOBALACCSCALAR!
use darlos's lift script on the rockets, so they fall normally if they somehow lose their speed. this is especially important for the RPC.
RPC should do a LOT MORE DAMAGE AND NOT BOUNCE OFF HUMAN FACES! ITS A fudge CHAINSAW!
c4 needs to be less ugly. a lot less ugly.
c4 could use a more smokey explosion, like a blast rather than a firey mess. it should be able to penetrate bunkers.

Yes.


No. Try to at least act like youre making productive posts, even when 3/4 of your posts are spamming. That contributed nothing, dude. Nothing. Stick to

A.) Making worthwhile posts
or
B.) None at all **


Wed Jun 10, 2009 9:54 pm
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Post Re: So, official orders from devs
Less ugly ground flame sprites on explosions.


Wed Jun 10, 2009 10:06 pm
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Post Re: So, official orders from devs
Mind wrote:
CrazyMLC wrote:
Yes.


No. Try to at least act like youre making productive posts, even when 3/4 of your posts are spamming. That contributed nothing, dude. Nothing. Stick to

A.) Making worthwhile posts
or
B.) None at all **

That was classified as an "I agree" and therefore is a on-topic and viable post.
Is expressing my opinion on a matter a bad thing?

I have nothing else to say or add but that I agree.

3/4 of my post are spamming?
Examples, please.

Also, Grif.
The flames look fine, I think they are a wonderful effect.
Maybe they could be improved, though.


Wed Jun 10, 2009 10:52 pm
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Post Re: So, official orders from devs
CrazyMLC wrote:
Mind wrote:
CrazyMLC wrote:
Yes.

WALL'O TEXT

How about "Yes i totally agree" "Yes this is a good idea, i concur"
A little more creativity next time. Creativity and efford


Wed Jun 10, 2009 11:11 pm
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Post Re: So, official orders from devs
Grif wrote:
Grif wrote:
CONTENT

not crap to fix with the game, crap to fix with coalition.rte,ronin.rte,or dummies.rte.


I seriously don't understand how you can discuss content without the context of balance.

The pistols could be totally ♥♥♥♥ awesome in virtue of the fact that they work at all if you take away considerations of balance.


On a side, the jet packs should blow up more easily when hit by bullets. It would add a nice strategic element to the game.

Also, more sound effects on guns. Would it be possible to have a line of code after the sound effect filepath which would alter the speed or pitch at which the sound is played, so that the game could contain a greater variety of sound effects, but with a smaller filesize and less work?

Kilgannon wrote:
Please nerf the dummy pistols and increase the ROF on regular dummy weapons. Right now, enemy dummies kill me 10x more often with pistols than their guns, because they only ever get one shot off with their main weapon, and their sidearm does tons of damage.


Nerf a pistol? Are you out of your mind?

I don't understand your desire to increase dummy wep rate of fire - it makes no sense considering the rest of your post. Please explain.

Also, the dummies really aren't that hard to fight. You just have to learn to use cover - but we've already had this conversation.


Thu Jun 11, 2009 5:18 am
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Post Re: So, official orders from devs
and spelling :)
oh yeah, the flames could be improved a lot. not the actual sprites, but the overuse of them is annoying. ground fire should use a variety of particles to make it look good, rather than just *sparks, smoke, millions of sped up fire animations, end*, cause that looks crap.
the awesome sexiness of the robot gibbing should be extended to the rest of the human actors. human vanilla stuff doesnt use enough micro MOSPs, imho.
also, the dummy shielder could do with some more interestingness, animation, and polish.
jetpacks could also use some different particles, ronin could have smokey, budget jetpacks, dummies could use energy-ish stuff, whatever. just not everyone using sparks.
the general .rte setup could use some polishing. some of the .rtes use a setup where devices has a sprites folder with all the sprites in it, some have random messiness. standardise.
foam sprayer needs to shoot something that feels and looks more like foam, and less like cotton wool. make it splatter and slosh around, and expand (a lot of magic can be achieved with a bit of lua and an alteration of the scale variable) after a while. now it just feels like its firing a million balls of cotton wool with some lint in between.
undead could use some proper weapons, i assume thats pending on sprites from prom though.
non-prom sprites shouldnt be in the game unless they're awesome. mainly pointing at C4 here.
and yeah, the skirmish scenes could do with some.. polish, cropping, and general development.
if anything is intended to be used in a certain way that isnt instantly apparent (hidden gamemodes or whatever), they should be dissabled and ACTUALLY DOCUMENTED SO YOU KNOW WHAT TO DO. everyone just assumed concrete pit was crap, but it has an intended purpose that noone was really told.
more terrain objects would be nice, especially in skirmish maps.

more unique functions in weapons, rather than just X > Y > F > S < X, at which point people just buy a guy with S and win always cause theyre a better shot than the computer, and S takes ten minutes to reload. and if a guy has X they just body slam him anyway.
weapons like the revolver cannon are awesome because they arent just bullet sprayers. i did like it when it was just mass based, but im not fussed because it works against craft now. but having 3 different assault rifles that all fill the same niche with one that is better than all of them, is both pointless and annoying. ESPECIALLY IF THEYRE IN THE SAME FACTION! the shotguns need more variation. lifetime should never be used to limit the range. its a stupid technique. im sure that whatever the coalition shotguns fire wouldnt vanish after X yards, im even surer that the ronin shotguns just fire lead shot, which sure as hell doesnt vanish. then, some weapons fire bullets that hang around forever. CONSISTENCY FAIL! >_<
just limit the shotgun's range with bullets that are resisted strongly by the air, like the coalition's, then have a higher globalaccscalar on them so they fall believably. that will limit the range hugely.

also, if you could request it of data, make an optional defined arc in the weapon code for the AI to use. that way they can use grenade launchers properly. i dont care how, a x vs y function would make me happy, but it bugs me that they cant lob stuff with a gun when they can throw grenades like pros.
actually, they should just be able to use the same code as throwing a grenade to find the proper angle to fire it with a constant velocity. what the hell.

[/miles style wall of text]


Thu Jun 11, 2009 5:31 am
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