View unanswered posts | View active topics It is currently Thu Jan 16, 2025 5:28 pm



Reply to topic  [ 559 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 38  Next
 CONTENT TWEAK THREAD 
Author Message
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: So, official orders from devs
or what about having a high gibimpulselimit but altering that when its activated?
Code:
function Update(self) if self:IsActivated() then self.GibImpulseLimit = 1 end end
would that work? sorry for the "one liner", cbf opening notepad just now.
have you recieved any new sprites from prom, tlb?


Sat Jun 13, 2009 2:57 am
Profile WWW
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: So, official orders from devs
No new sprites, as we haven't put a ticket up yet. I'm going to assemble a list of everything that needs sprites, and he'll get around to it when he's free. CC isn't his only project, he's often working on his own stuff too.
And the problem with grenades isn't usually their GibImpulseLimit, although it's part of it. Usually the problem is that when an object is pushed into the ground too far in CC, it automatically gibs. There is no way to stop that right now. I'll increase the GibImpulseLimit for those that are supposed to be fuse-activated, though.


Sat Jun 13, 2009 3:17 am
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: So, official orders from devs
Repeller needs to not be lethal to anything, or maybe just lethal to crabs. Sometimes the standard dropship just looses all thrust and falls to the ground, like on top of a brainbot :roll:

Also, too many similar weapons for ronin and coalition, at most two of each type weapon, and later just have different fire modes for weapons (next build hopefully that is, with lua on attachables).


Sat Jun 13, 2009 4:38 pm
Profile
User avatar

Joined: Mon Mar 16, 2009 10:50 pm
Posts: 2175
Location: Neverwhere
Reply with quote
Post Re: So, official orders from devs
Dummy stuff:
I agree that dummy pistols are far too powerful.
Dummy Dread's are pretty balanced, please keep 'em exactly like they are.
What the hell the Nailer Cannon is 1 handed.
Destroyer Cannon doesn't really tell you when it's ready to shoot
Same with the Annihilator.
Dummy guns are hella expensive.
Dummies themselves are far too durable for their price. Should be > than Coalition.
Destroyer Cannon (whichever one fires big laser balls) will often harm the shooter.
Coalition drone fits the Dummies better than the Coalition

Sprites: Hey, maybe you should just ask aroun the forum for people to sprite sprites Prom has no time to sprite. I'm sure someone here could sprite a decent Molotov.


Mon Jun 15, 2009 1:21 am
Profile
User avatar

Joined: Fri May 16, 2008 11:12 pm
Posts: 471
Reply with quote
Post Re: So, official orders from devs
Contrary wrote:
Dummies themselves are far too durable for their price. Should be > than Coalition.


Keep the Dummy prices the same, and lower coalition light to 50 Gold (honestly, it's pretty much a zombie with a helmet and a jetpack) and coalition heavy to 70 Gold.


Mon Jun 15, 2009 1:49 am
Profile
User avatar

Joined: Wed Feb 25, 2009 2:45 am
Posts: 346
Location: Funkytown
Reply with quote
Post Re: So, official orders from devs
The prices should be lowered but not that much.

Coalition Light = 70 oz
Coalition Heavy = 100 oz


Mon Jun 15, 2009 4:10 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: So, official orders from devs
If anyone needs to be lowered it's the browncoats. I feel like I'm paying for cool factor instead of battle functionality.


Mon Jun 15, 2009 5:51 am
Profile

Joined: Sat Sep 27, 2008 9:12 pm
Posts: 46
Reply with quote
Post Re: So, official orders from devs
I think they intend to make the Browncoats appropriately kick ass next build, they just ran out of time.

As for dummies considering the numbers they're supposed to have, keep (or lower even) their price and greatly reduce their resistance to bullets and lasers/flamethrowers but keep their impact resistance. As for dummy weapons I think it be interesting if they became friendly fire hazards, randomly shooting backwards or exploding while being very cheap. Only the more powerful weapons though. I liked the idea of dummies being the cheaper, mass produced army as they appear to be in the campaign missions and right now they function more like I'd imagine the elite whitebots to be with high end damage resistance and weapons for less, but with the giant amount of reserves too.


Mon Jun 15, 2009 6:22 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: So, official orders from devs
Bullion wrote:
As for dummies considering the numbers they're supposed to have, keep (or lower even) their price and greatly reduce their resistance to bullets and lasers/flamethrowers but keep their impact resistance. This

As for dummy weapons I think it be interesting if they became friendly fire hazards, randomly shooting backwards or exploding while being very cheap.could be cool, probably frustrating as hell though
Only the more powerful weapons though. WHAT THE ♥♥♥♥ NO.
I liked the idea of dummies being the cheaper, mass produced army ... right now they function more like I'd imagine the elite whitebotsi agree. they need a bullet resistance nerf.

easiest way to reply.


Mon Jun 15, 2009 6:48 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: So, official orders from devs
LowestFormOfWit wrote:
If anyone needs to be lowered it's the browncoats. I feel like I'm paying for cool factor instead of battle functionality.


I would rather amp them up and add more armour.


Mon Jun 15, 2009 6:55 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: So, official orders from devs
Its already been reiterated by the devs that the browncoats were meant to be a lot stronger, but the changes were left out. They need more variations aswell, imo.


Mon Jun 15, 2009 12:23 pm
Profile WWW
User avatar

Joined: Mon Jun 08, 2009 5:31 am
Posts: 12
Reply with quote
Post Re: So, official orders from devs
Scope0 wrote:
The prices should be lowered but not that much.

Coalition Light = 70 oz
Coalition Heavy = 100 oz

actually, I feel like these are still overpriced

I'd honestly make them 45 and 75, and make the browncoats 110 and 160. Right now if you are actually playing fair and actually mining your gold, if I buy a browncoat I have to use something like a pistol just to keep from over-spending, and even then I only get 1 or 2 guys before I have to mine forever. Meanwhile coalition, with starting gold, using drop crates, you get what, 4 guys with decent guns and tools? and half of them die within a few minutes. you have to keep digging just to survive, and once there's no gold on the map, the only reason you survive is the AI falling into the massive PITS that you just dug.

the costs of everything in this game needs SERIOUSLY re-balanced.

Gold should be worth more Oz per particle, but be harder to dig (as strong as something like megametal?) so that it takes a lot longer to dig through to get it all, basically triple the gold value by volume, and quadruple the amount of time it takes to dig it up, so that you DONT have huge pits in a minute or 2. Then set the starting gold between 450 and 750, and cut most of the prices in HALF.

Work with smaller numbers for how much gold you have, and how much gold things cost. Also to ensure that people don't mine the entire map, maybe set a 5000 Oz MAXIMUM on how much gold you can have at any one time, and extra gold is ignored. If you do all of the above, you won't have huge pits, prices will be reasonable, you won't have to dig all the time, but you will still have to occasionally dig. It also stops people making 2K oz ubermods, and means that you actually do still have to dig. Other wise, we might as well replace gold as a resource with grass.


I am just dreadfully sorry about the length of my post, I just felt that this idea needed to be fully explained. It won't be happening again.


Mon Jun 15, 2009 12:57 pm
Profile
User avatar

Joined: Thu Jun 11, 2009 5:17 pm
Posts: 18
Location: Elsewhere
Reply with quote
Post 
Apologies in advance for the extreme length of this post. I'll keep it succinct as possible, but there is a lot of content to cover.

Actors
Robots 1& 2: These guys are generally fine. However, the latter renders the former entirely obsolete. What reason is there to buy a Robot1? Perhaps give him some small advantage. Alternatively, there could be a bigger difference in price.
Dummy: I may be mistaken, but I was under the impression that the Dummies were intended to be the cheap and numerous faction. If that is the case, then these guys seem awfully well armoured. They are noticeably harder to kill then the Coalitions soldiers.
Dreadnaught: Fine overall. The reliance on walking makes it horribly hard for them to get anywhere though. I guess this is more of a general gameplay issue then a content-specific one.
Coalition Light and Heavy: Similar situation to the robots. The presence of the Heavy means there is no use for the Light.
Hunter Drone: Proof, if proof were needed, of how important jetpacks are. These guys would be fun if they could actually move around. Also, the AI doesn't seem to understand that their attacks have limited range.
Medic Drone: Same movement issues as Hunter Drone (duh!). Also, as you probably know, there is a bug that prevents more then one Medic Drone from working at a time.
Browncoats: Impotent. This has already been mentioned.
Ronins: Are these guys always going to be as vulnerable as they are now? I guess it suits their faction, but using them can be a bit of a pain.


Crafts
Rockets 1 & 2: They're a tad useless. I can think of no reason to use one of these instead of a dropship or crate. To make matters worse, the AI is lousy at piloting them. Also, is it possible to stop player controlled rockets from self-scuttling all the time? While I see how it is useful for AI controlled rockets, it's no less annoying when one of mine decides to blow up for no good reason.
Dropship mk1: These are awesome.
Rocklet: Not much more useful then normal rockets. I guess the low price justifies it though.
Crate: All round useful. It would be nice if the crate scuttling didn't count as a casualty though.


Tools
Light Digger: About right power-wise. Completely obsolete, I don't see any reason to buy it or use it.
Heavy Digger: Way overpowered. You can walk straight through a bunker wall. If it's going to be that potent then it really needs a price increase, a big one. 600 gold or something.
Turbo Digger: Also overpowered. Not quite as much as the Heavy digger, but close.
Shovel: I pity the Ronins if this is all they are going to get. Also, shouldn't it do damage to actors?
Concrete Gun and Sprayer: These are a cool idea. However, they would actually be useful if they poured more concrete over a wider area. Also, the concrete they fire is rather weak. A light digger gets through it easily.
Repeller Gun: Is this supposed to hurt non-armoured targets? Because it does. A lot. Also, the recoil is insane. It's so strong that Repellers can be used like jetpacks.
Foam Sprayer: What is this for? I am yet to find any use for it.


Explosives
Blue Bomb: Good fun to use, but they look rather silly.
Impulse Grenade: These are awesome. Please don't change them.
Cluster Grenade: Would be more useful if it released many more of the little secondary grenades.
Explosive Charge: Since there are so many disadvantages to using these, they could do with being a lot more powerful.

Weapons (by faction)

Tradestar:
Blaster Pistol: Generally fine. However, considering the small magazine size and long reload, a slight power increase wouldn't go astray.
Laser Rifle: There were extremely overpowered in B22. But I think you nerfed them the wrong way. As of B23 they are still overpowered. Except now you spend twice as long reloading as you do firing. Would you consider increasing magazine size and reload speed while reducing power to compensate?

Ronin:
Pistols (Lady, HAK 20, Glock, Eagle, Luger): These are all too accurate and have too long a range. Heck, you can almost snipe with them. Also, do the Ronin really need six different pistols which all do the exact same thing? (That's not counting the Uzi.) Especially considering that the weaker ones are entirely obsolete.
Peacemaker: Too accurate, too long a range, like the other pistols. Also, that recoil is a bit silly. Surely it doesn't need to be so strong that you can use it to fly around... does it?
Tommy Gun: The inaccuracy makes it kind of useless. You're better off just buying an Uzi.
M16: Okay in it's own right. Entirely overshadowed by the YAK-47 though,
YAK-47: Fine. Is there any particular reason for it to be YAK rather then AK?
M1600: Mostly fine. It does seem a little inaccurate for such a long range weapon though.
YAK-4700: Way too inaccurate. You're better off using a digger.
Shotguns (Sawn-off, Pump, Spaz12, Spaz1200): As with the pistols, four shotguns doing much the same thing seems more then necessary. Also, the sounds used for the latter two would be better suited for the former two since they include the "chk-chk" pump action sound.
Bazooka: Mostly fine. However, the projectile seems to interact in funny ways with armoured units. On more then one occasion I've seen Dummies, Coalition Heavies and Robots all survive multiple direct rocket hits.
RPC Launcher: The projectile bounces off targets. This has already been brought up. Since the RPC is apparently a joke weapon it's not a big deal.

Dummy:
Rail Pistol and Nailgun: A few people have complained about these. Personally, I like them. It's nice to side arms with a bit of punch.
Sniper Rifle: It doesn't do enough damage to be worth using.
Repeater: Fun weapon to use. The projectile looks a bit silly. Also, the description should probably mention the fact it does lingering damage after impact.
Grenade Launcher: Mostly fine. However, the grenades sometimes bounce and other times detonate on impact. The inconsistency is kind of annoying. It is not fun when you try to bounce a grenade around a corner and it explodes in your face.
Destroyer Cannon: Broken. The little 'sparks' that shoot off the main projectile often hit the user. Sometimes they hit the weapon itself, destroying it or knocking it from the user's hands. Perhaps there could be a delay between the projectile being fired and the sparks being emitted. Besides, it hardly does any damage. Prettymuch useless.
Annihilator: Powerful, but the projectile looks silly. Maybe it could fire a laser similar to the the Laser Rifle (but all yellow and glowing). It would look more impressive.

Coalition:
Pistol: Fine, but the other pistols render it useless.
Shotgun: Same story. Good on it's own but obsolete because of the Auto Shotgun. Also, the range is rather long.
Auto-Shotgun: Also has really long range.
Mauler Shotgun: The spiky balls don't do much. At short range the normal bullets do the job on their own and at long range the balls just knock enemies over without doing damage. Would you consider making the Mauler fire just the spiky balls, and have them go faster?
Sniper Rifle: Completely overshadowed by the Heavy Sniper. There's really no reason to use this. Perhaps it could be given a higher rate of fire. That way it would be more like a long range assault rifle and could complement the Heavy Sniper rather then compete with it.
Heavy Sniper: Seems a little overpowered. It can kill virtually anything in a single shot, including Dreadnoughts and Dropships. I'm really not sure how to downgrade it without ruining it though. Perhaps reduce it's ability to penetrate armour? That way the user would has to aim at unprotected parts of their target.
Grenade Launcher: The explosions don't do much damage. Also, the grenades stick funny. As you have probably noticed, if the object they hit moves after impact, the grenades stay floating in the air. Is this unavoidable?
Flamer: Cool, but not terribly useful. A digger makes a better close range weapon. Also, it seems odd that a flamethrower causes enemies to get splattered into pieces. Is there a way for it to do damage without gibbing?
Napalm Flamer: Fine. It would be cool if the fires it starts did damage, like the ones from incendiary grenades. But I'm not sure if this is possible.
Spike Launcher: Rather unreliable, but awesome when it works. Most of the spikes from the explosion usually just go into the ground.
Flak Cannon: Very cool weapon. The fixed range is slightly annoying though. It makes the weapon much less useful except in very specific circumstances. It would be useful if the detonation range was the same as the maximum distance of the three aimer dots. That way, if the the player takes the time to aim carefully, he or she will know exactly where the flak explosion will occur.
Uber Cannon: Yeah... that reload. Personally, I really wouldn't mind it if the cannon was powerful enough to compensate. Unfortunately, that isn't the case. It really doesn't do enough damage. I've had Dummies survive direct hits. Also, a lot of the shrapnel ends up just going into the ground.
Autocannon: This interacts weird with armour. Hits against armoured targets do no damage whatsoever. Since most targets are armoured, this weapon isn't all that useful.
Revolver Cannon: Awesome fun. However, I preferred the old version that just fired great big slugs. The exploding shells seem like unnecessary overkill.
Rocket Launcher: Mostly fine. Like the Ronin Bazooka, the rockets react funny to armour.
Homing Missile: Same armour issue as with Bazooka. The seeking isn't too great either. I generally find the normal Rocket Launcher more useful.

Phew, done.

I hope that torrent of text doesn't seem like a rant. I like this game, I really do. Most of the above are small adjustments rather then major issues.

PS. First post. Hello CC folks!


Last edited by Zhukov on Sat Jul 04, 2009 3:17 pm, edited 1 time in total.



Mon Jun 15, 2009 2:09 pm
Profile
User avatar

Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
Reply with quote
Post Re: So, official orders from devs
Dr_Dew wrote:
the costs of everything in this game needs SERIOUSLY re-balanced.

I assume they'll re-balance it when Data gets the core engine done.


Mon Jun 15, 2009 2:26 pm
Profile
User avatar

Joined: Wed Jun 10, 2009 2:57 pm
Posts: 41
Reply with quote
Post Re: So, official orders from devs
Make a zombie defense mission and code the collide system of Actor/actor so they collide like actor/ground!Add whitebot faction and some new craft(mods look unexcepteble for the game).
Maybe new wildlife form like Pitrat!
And my best idea of all!
Reduce loading time!It REALY annoys as it loads like hours with mods and seconds with no mods! :lol:


Mon Jun 15, 2009 8:08 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 559 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 38  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.131s | 14 Queries | GZIP : Off ]