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Joined: Sun May 18, 2008 8:30 am
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Post Re: So, official orders from devs
Change the way it locks onto targets, so it only seeks the ones in its general direction of movement. Can you generate a lua area at the cross hair? If so, change its lock on area to that instead of itself. This would also require it to have increased range.


Thu Jun 11, 2009 10:57 pm
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Post Re: So, official orders from devs
Remembered one more thing: the dreadnought. It works perfectly as it should, but there's a big problem when it is destroyed. Many times, when hit by a heavier projectile, the plate surrounding the weapon will detach at the same time that a wound is generated. The emissions from that wound hit the weapon, generating more wounds and emissions, starting a chain reaction that many times crashes the game. Moreover, it's incredibly annoying that the fact only happens when the dreadnought has received a fatal shot, because you are "Yeah, I killed that super dummy robot! I am the best warrior ever and..."
* CC encountered a problem and will now shut down. *

:x


Fri Jun 12, 2009 12:45 am
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Post Re: So, official orders from devs
I think the peacemaker should be changed to a single action army (low rate of fire but cool sounds) and have it's horrendous accuracy slightly upgraded. It's power is fine as is.
Um, it might help if you tell us exactly what visions you have for each faction. Like, I think most of us have a rough idea, but it'd help if we knew the exact feel you want the faction to exude.


Fri Jun 12, 2009 1:01 am
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Post Re: So, official orders from devs
Rawtoast wrote:
God damnit...

Miles_T3hR4t wrote:
Miles T3hR4t's full list of things that should be fixed, by category


I can't go on. Too painful.



My thing for the Auto pistols/shot pistols was this - If you need a lighter weapon, your doing it wrong, if you need a cheaper weapon, you need a new strategy. If your actor is to heavy, your doing it wrong. and if your trying to use a cheaper weapon and trying to have an edge over the normal cheap weapons, get a better cheap weapon, not a faster weaker gun. you know, like the rail pistol, or a laser.

For rockets - this is a spaztic lightning fast game with slow moments, always ducking and covering takes the fun out of it. And who says that the need to duck means you can only fire once. that's stupid, it's the future, we can have auto-fire rockets.

For shotguns - Shotguns don't typically use clips, the one's that do are goofy and noone uses them. Most other games do the load one shell at a time thing because its fast if you only need one shot, its realistic, and it makes it more interesting.

For the sniper rifle, There snipers, they are supposed to kill you in one shot anyway, so getting rid of the loss of sharp aim doesn't change a damn thing. a good sniper doesn't have to correct there aim again for every shot anyway. and furthermore they usually shoot peoples guns instead of peoples heads, you need to fix this as well.

THE UBER GUN HAS NOTHING UBER ABOUT IT.

It is rarely a one hit kill and it is currently not worth buying, Slow rate of fire, balance does not make. It makes it not fun, if its an uber weapon, you shouldn't try to freaking balance it, its an UBER WEAPON, thats the damn point! I don't even use this, I shortened its reload to 3000 MS, and I STILL don't use it because its a bad gun, I made my OWN uber weapon, that works better, and is more fun, AND its balenced WITH a 3000 MS reload time, AND its more deadly. so screw your 'its an uberweapon it has to have balance', it's the most contradictory thing I've ever heard anyone on this forum say. more than daman bitching me out for being furry.




One last thing that I forgot about...

The Homing missile. It always falls short, add this
Code:
GlobalAccScalar = 0

This fixes that problem entirely, and it becomes worth it. go ahead, do it yourself, you can just comment it out later.


Fri Jun 12, 2009 3:36 am
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Post Re: So, official orders from devs
no, dont. use darlos' lift script on the rockets, and have a normal gaccs.
out of interest, have you changed the homing rocket to use the method that rotates the emitter rather than just gravitating towards stuff? you should also use raycasting rather than the current mode of "parent" finding. and possibly for homing as well, though you would have to define a lot of vectors for that..
if its more accurate in its homing we wont need a larger explosion.

miles: you cant use lua on weapons this build. i sure as hell cant speak for the next one, but anything to do with custom reloading is stupid to suggest. i fully agree that shotguns should reload shell by shell, but debating that now/itt is dumb.

as for the uber cannon not being uber enough, have you been near one of it's shells (?) going off? its really nicely balanced for a "superweapon" and pretty freaking powerful. not always a one hit kill against a dreadnought, maybe, but it sasses everything else.

for the dreadnought, the armour needs to shatter more. when the turret underneath the armour gibs, the armour should gib as well, most because those gibs look really nice. just Lua it up a little.

peacemaker should be balanced by behaving like a magnum should. basically, making a big ♥♥♥♥ hole in the target, not smashing them with some huge mass. terminal ballistics, make it function in a similar way to the darkstorm sniper, but instead of having super piercing particles, just a lot of small sub-particles. stopping power, not gib-everything power.

the actors should gib from wounds a lot less, and generally take more damage. the heads shouldnt splatter that easily after being blown off. also, exit wounds for fleshies should probably have gib flesh micro a particles coming from them, and robots should have some smoke on their wounds.

make everything react more interestingly and ill love you forever. seriously. thats all most of it needs, more interesting functions that make things react more interestingly. more interesting wounds, more interesting gibbing. look at the base robot gibbing. oh my ♥♥♥♥ god those things are beautiful. now extend that to them getting hit, and extend that level of beauty to all vanilla stuff. gibs that gib into more gibs add more interest too, shortlived particles like smoke, sparks and the blood splats, everything like that. it makes it more fun.


Fri Jun 12, 2009 6:23 am
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Post Re: So, official orders from devs
Each Faction should have enough content to be able to be played in skirmish without any help from other factions. I'm looking at you undead. Yes I know it's not finished, just a thought.


Fri Jun 12, 2009 6:59 am
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Post Re: So, official orders from devs
Shouldn't this be stickied?


Fri Jun 12, 2009 9:46 am
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Post Re: So, official orders from devs
The homing missile needs a better script, so it won't just circle around flying objects. At least have it check line of sight when looking for targets.


Fri Jun 12, 2009 10:15 am
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Post Re: So, official orders from devs
The homing missile isn't intended to be that accurate. I'll increase its power a bit, though. The reason that it isn't that accurate is that, in keeping with the style of the game, it uses actual emissions to boost it. Aside from that, it points exactly at where it needs to go. Unless I remove that, it isn't going to get much more accurate.
I agree with the actors gibbing. They explode a lot considering that they are just being shot. I'll give that a look. The part about using Lua to get certain parts of the dreadnought to break is impossible currently, though.


Fri Jun 12, 2009 2:59 pm
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Post Re: So, official orders from devs
Rawtoast wrote:
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.

Oh good lord, that would be so terribly annoying. It's already bad enough that most actors explode when they die because the grenades in their inventory explode at a wrong look. It wouldn't add a strategic element to the game at all, it'd just be obnoxious.

On that note... increase the GibImpluseLimit on grenades. By, like, a lot. Grenades aren't supposed to explode just because you step on them.


Fri Jun 12, 2009 3:57 pm
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Post Re: So, official orders from devs
I noticed the cpu can't use the gatling gun, so maybe get rid of the "charge"


Fri Jun 12, 2009 7:11 pm
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Post Re: So, official orders from devs
dont get rid of the charge, just improve the AI to use the wind-up.


Fri Jun 12, 2009 8:16 pm
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Post Re: So, official orders from devs
couldnt one use lua to make the stick grenades only explode on impact when active?


Fri Jun 12, 2009 11:24 pm
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Post Re: So, official orders from devs
Um, I retract my opinions about the peacemaker, I was thinking B22...
Also, I would like the ability to set player gold before the match. I know you can easily just change a variable but it's tedious. Grenades should be less expensive? 20 gold for a 1-use grenade?


Sat Jun 13, 2009 12:10 am
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Post Re: So, official orders from devs
Geti wrote:
couldnt one use lua to make the stick grenades only explode on impact when active?

Code:
function Destroy(self)
if self:IsActivated() then
--Make gibs
end
end

This code assumes data fixes crash on movableman access during restart though destroy.


Sat Jun 13, 2009 12:27 am
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