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 CONTENT TWEAK THREAD 
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Joined: Wed Feb 25, 2009 2:45 am
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Post Re: So, official orders from devs
TheLastBanana wrote:
And please and thank you, feature suggestions DO NOT GO IN THIS TOPIC.
This is for content.
And once again, as much as I know you all have opinions, be as specific as possible. "Dummy stuff should shoot faster" is a fine opinion, but narrowing it down to a specific weapon is more likely to get something done.


EDIT: directed at RyaWolf


Sun Jun 21, 2009 2:51 am
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Post Re: So, official orders from devs
Scope0 wrote:
TheLastBanana wrote:
And please and thank you, feature suggestions DO NOT GO IN THIS TOPIC.
This is for content.
And once again, as much as I know you all have opinions, be as specific as possible. "Dummy stuff should shoot faster" is a fine opinion, but narrowing it down to a specific weapon is more likely to get something done.


EDIT: directed at RyaWolf


Whoops! Onto another change then, I think the brain actor needs some reinforced legs, that way they don't get as easily blasted off as they already do.


Sun Jun 21, 2009 3:01 am
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Post Re: So, official orders from devs
I don't know if many people have noticed, but when an actor that can bend at the waist (IE: Not a dreadnought or drone) Is hit by an explosive, they tend to spin around on their waist axis. I propose that you should limit movement on some joints so it makes it seem that actors have bones and are not all rag-dolls.


Sun Jun 21, 2009 8:32 pm
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Post Re: So, official orders from devs
Here's a few that I consider showstoppers after having played the latest release.

    P*ss poor friendly AI - When your units are on sentry they sometimes walk off the surface they're on, the dig AI doesn't do anything useful except digging on the spot (improve it, or remove it)
    Inconsistent Damage - Jumping on someone's head with a heavy soldier is apparently a lot more dangerous then taking a few direct hits from an assault rifle.
    Butterfingers - Your troops have the tendency to drop their weapons if they take minor impact damage. This is very annoying.
    Stomping Weapons - Landing on guns can cause them to break. This is especially annoying when you just bought a heavy duty cannon only to accidentally misstep and destroy it.

Don't get me wrong, I really like the game on the whole, it's just things like this that can ruin a fun match, and that's a shame.


Mon Jun 22, 2009 3:11 am
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Post Re: So, official orders from devs
oh, also another quick fix: rocket legs dont have gibs.


Tue Jun 23, 2009 8:30 am
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Post Re: So, official orders from devs
Guns are overall much to prone to gibbing, especially by bullet impacts.

Think about it in a 3d perspective: how likely are you to hit the inch or two wide gun that the forty inch wide soldier is carrying, and NOT the soldier?


Tue Jun 23, 2009 4:45 pm
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Post Re: So, official orders from devs
That issue certainly isn't restricted to vanilla content.

It seems like everyone's gun breaks before the actor does. What is this? America's Army?

To all mod-makers: Your weapon's GWL/GIL should be higher than the actors! > : (


Tue Jun 23, 2009 4:46 pm
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Post Re: So, official orders from devs
I don't believe it's been said explicitly yet, but I know a lot of modders here would like the ability to define sound objects for proper use of the AudioMan:PlaySound function. Every hackish workaround I've seen is unable to escape being linked to gamespeed without hitting ctrl+O (which makes game play odd and choppy), and so the sounds are distorted and slow.

Honestly, I don't know what the original point of linking any of the sounds to gamespeed is. Bullets and explosions and in game voices all sounding distorted based on how much you're lagging doesn't make any sense in the first place.


Wed Jun 24, 2009 9:11 am
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Post Re: So, official orders from devs
considering with timescaling on it slows down the game time when you're lagging, it kinda does make sense.

guns also need higher jointstrengths. im so sick of dropping my weapon every time someone shoots it.


Wed Jun 24, 2009 9:28 am
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Post Re: So, official orders from devs
Okay, I read through 4 pages and am bored and don't have that much time. So all I have are a few suggestions.

- Make presets savable.
I like certain weapons/tools with my person, don't really like having to get them all set up each match.
- Add 4 player support (at least when u improve the AI).
Having a reason to make huge maps and fighting gigantic wars sounds really fun. :)
- The menu scrolling, as stated before, shouldn't go over every individual unit.
Just a pain in the butt considering I like to use a lot of mods.

EDIT:
- Jump packs, not jet packs


Wed Jun 24, 2009 11:28 am
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Post Re: So, official orders from devs
LowestFormOfWit wrote:
I don't believe it's been said explicitly yet, but I know a lot of modders here would like the ability to define sound objects for proper use of the AudioMan:PlaySound function. Every hackish workaround I've seen is unable to escape being linked to gamespeed without hitting ctrl+O (which makes game play odd and choppy), and so the sounds are distorted and slow.

Honestly, I don't know what the original point of linking any of the sounds to gamespeed is. Bullets and explosions and in game voices all sounding distorted based on how much you're lagging doesn't make any sense in the first place.
Clearly you have never played the game before the frame syncing.

I'm sure most people just turned their sound off before the frame syncing. The chopping just got unbearable. Besides, pretending its bullet-time at least gives Data a good excuse not to implement graphics acceleration.

Also, OP or Moderators need to comb this thread and post suggested ideas to the front page


Wed Jun 24, 2009 1:33 pm
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Post Re: So, official orders from devs
Sorry if these have been stated before, but here are a few things that are testy in Build 23:

Rocket Movement: Jesus, getting a rocket out of harm's way is the most frustrating thing ever, and it usually results in its explosion and the destruction of your precious cargo. Also the range in which someone is killed by the rocket's exhaust is not consistent with the actual size of the sprite.

Difficulty of climbing ladders: For some reason, after a few rungs, my soldiers fall of the ladder. Weird.

Overall movement clumsiness: I really hate it when my units mysteriously trip over themselves after attempting to step over a tiny pile of debris. Also, the crouch function for units really seems to be more awkward than protective. It looks more like the unit is assuming a fetal position, which makes the unit kinda hard to maneuver afterward.

Sorry if I come across as a (insert negative name here), I just want to see this game end up really good, and I am certainly looking forward to the next release.


Wed Jun 24, 2009 5:37 pm
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Post Re: So, official orders from devs
So far, I really like Cortex Command (a lot...), so I can think of a few things that I think could be tweaked, changed, maybe added via copying/altering existing stuff.


1: The Dummy faction could use an equivalent of a shotgun or rocket launcher. Perhaps the Destroyer Cannon could be given a shot that 'explodes'? Or maybe something slow firing that unleashes a bundle of nails similar to what the Nailer Cannon fires? Maybe have the Annihilator fire a tightly packed bundle of 'highly charged and super heated' nails that still function much like an energy beam?

2: Upping the durability of the Browncoats, among other things, or at least downgrading their cost until they are actually upgraded to being tough like their description suggests.

3: The Coalition Heavy Sniper Rifle. That's no 'Sniper' Rifle, its an Anti-Material Rifle. It needs to be a little more expensive, have a little more recoil (perhaps to the point of being harmful to lighter units firing it), and its description should be tweaked to refer to it as an Anti-Material Rifle, and maybe also change it so the round is referred to as a 15mm (or maybe 14.5mm) round, and not .60 caliber round. They're the type of guns that would probably be of use against anything not classified as full blown tank.


4: A few of the automatic weapons, mainly rifle type weapons, seem to have rather poor accuracy.
Also, gatling guns, probably due to being their own gryo-stabilizer, should be fairly accurate and stable.

5: About assorted explosives.
The Explosive Charge is interesting with its ability to hang in mid air, but it makes it a bit tricky to try and plant it on the floor. Could it be possible to just make it stick to whatever it is thrown at, instead of just hanging in mid air? Or Maybe give it a delay minor delay before it 'sticks' in mid air, so it can be a little better placed? Or just make it stick to stuff like the C4 does.
The Explosive charge probably could also use a little extra punch vs. terrain.
Also, make C4 less fiery... Real C4 doesn't burn, heck I think the stuff can safely be put in a fire without it going of or burning.
Ronin need their own heavy duty explosives. Perhaps called a Satchel Charge, not much more than a Ronin equivilent of C4, except timed like an Explosive Charge, basically a (back)pack full of explosives and a timed detonator. It could be very effective, but not healthy for the carrier if a stray round hits it... (like shooting a blue bomb in the hands of a zombie...)

6: The diggers could possibly be made to be a little less potent vs. actors. Nothing ruins the defensive line then a stray shot taking out a dummy, causing an explosion from a dropped grenade, and causing another (legless) Dummy to be sent flying up and over the front line, landing turbo digger first (or right next to) one of the long range heavy hitters on a wall, causing massive damage/losses in all of a second. and wrecking the fire support for the front line.

7: If possible, allow the Coalition Gatling Gun to start firing the moment the trigger is pulled, but to start off firing slowly, with the rate of fire picking up to its maximum after a second or two.

8: The auto shot pistol.
Um... what? It seems a little short ranged, not to powerful, and flimsy. It could use a little more punch, maybe better range with rounds loosing speed quickly past the original range, maybe also a little more recoil.

9: Perhaps a 'variant' or two of the dummy turret for other factions to use? At least until they get their own dedicated defenses, at least. Hopefully not need much more than changing the color of the textures, the weapons used, and their basic stats...
For the Ronin, more powerful weapon, longer ranged, slower rate of fire, less durable armor shell. Good for harassing targets at range, but probably not the best for close quarters or against groups of targets. Perhaps give it the equivalent of a long rifle.
For the Coalition, something like a potent shotgun weapon, short ranged and high powered, very slow rate of fire, and a very flimsy armor shell due to a mindset that nothing could live long enough to shoot at it in the first place, making best for interior areas and poor for open areas where long range weapons can easily pick it off, and perhaps very vulnerable to explosives like grenades.


Wed Jun 24, 2009 11:19 pm
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Post Re: So, official orders from devs
No weapons should rely on lifetime of bullets to limit range.

That's a quite retarded mechanic.


Thu Jun 25, 2009 12:55 am
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Post Re: So, official orders from devs
Grif is right.
Use air resistance, devs!

Oh, I think the spikes should be sharp, instead of blunt.
EDIT:
BTW, you can get around the sound object problem by temporarily setting timerman.onesimupdateperframe to false.


Thu Jun 25, 2009 2:07 am
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