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8-Bit
Joined: Thu Apr 30, 2009 9:57 pm Posts: 67 Location: They've found us! run!
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Re: So, official orders from devs
Most of the things I've noticed have been mentioned before. What I'm saying first is mostly about graphics-oriented stuff. I know what I'm talking about. The Coalition Brainbot is a grey/lime green color and has little shading. It has a cool brain case area, but that's pretty much it. It looks waay too organic with the colors and the rounded metal. I think it's unnecessary to have both an AK-47 and a "YAK-47", especially with the same graphics. The medic drone. A pink resprite of the normal drone, and an inefficient healer. Please make the healing radius-based A hope: whitebots I downloaded CC, and no whitebots. I also have seen far less bugs (like audio glitching) in my registered Mac version. What's with that? Don't take all the whining from me, though. just the on-topic parts
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Mon Jun 29, 2009 4:08 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: So, official orders from devs
The Medic Drone is radius-based, but apparently I left a bug in. Somewhere in General there is a patch for it in the same topic as capnbubs' patch for acid casings. And yeah, like I've said, the heavy brian robot was a ♥♥♥♥ sprite by me intended to be replaced. It's not going to be included in B24 unless it gets some new sprites.
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Mon Jun 29, 2009 4:20 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: So, official orders from devs
TheLastBanana wrote: And yeah, like I've said, the heavy brian robot was a ♥♥♥♥ sprite by me intended to be replaced. It's not going to be included in B24 unless it gets some new sprites. What about the Coalition soldier's hair?
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Mon Jun 29, 2009 6:20 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: So, official orders from devs
Uh, well, I tried to fix it, but as you can probably tell, it only looks marginally better. That will probably get fixed at some point too.
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Mon Jun 29, 2009 6:22 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: So, official orders from devs
Make it look less like the guy put his beret on backwards and more like hair. Example:
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Mon Jun 29, 2009 6:33 pm |
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Zerevor
Joined: Sun Mar 29, 2009 7:51 pm Posts: 38
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Re: So, official orders from devs
Howboutcha remove the "first burst of a jetpack is the strongest" bull♥♥♥♥. TAPPING THE DOUBLEYEW KEY SHOULD NOT ALLOW MY COALITION HEAVY TRI-WIELDING MINIGUNS TO FLY
Also, longer AI range.
If I snipe a d00d, everyone else just looks and shoots up an exclamation point. And then they go back to guarding. If I snipe a d00d, I want everyone who saw to start firing, and those who saw that are not at a convenient firing point to move and then fire. I want some people to stay and snipe and others to run forward blitzing and others to fly and bomb.
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Mon Jun 29, 2009 6:55 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: So, official orders from devs
On the subject of jetpack bursts, if anyone ever changes them I will kill them. Jetpack bursting is a perfectly valid technique. Don't hate, appreciate.
Also, if a soldier sees a bullet whiz by but doesn't have visual range to see you (sniping) then they should just start pouring out indeterminate fire, and gradually advancing.
Rather than OH ♥♥♥♥ A BULLET - CROUCH. WAIT. STAND UP - MOVE FORWARD - OH ♥♥♥♥ A BULLET lather rinse repeat.
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Mon Jun 29, 2009 7:08 pm |
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Zerevor
Joined: Sun Mar 29, 2009 7:51 pm Posts: 38
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Re: So, official orders from devs
Grif wrote: On the subject of jetpack bursts, if anyone ever changes them I will kill them. Jetpack bursting is a perfectly valid technique. Don't hate, appreciate. Looks like you've got me on your list. Come for me, I dare you. YOU WILL NOT WITHSTAND THE POKENING
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Mon Jun 29, 2009 10:33 pm |
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rditto48801
Joined: Mon Jun 01, 2009 6:14 pm Posts: 40 Location: In the middle of a giant mitten
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Re: So, official orders from devs
I agree, the jetpack is good enough as it is, and it actually makes sense. It seems to me it would be a pain in the rear to get some units off of the ground without that more powerful initial burst, and make a fall off a cliff with a heavy load have much less chance of slowing down before going splat on the ground. With all the high tech and space travel and whatnot, what's so wrong with having jet packs that have a very high initial output of thrust? Heck, aren't real life rockets that way? With the greatest amount of thrust come at the moment of ignition?
Also, jet packs having high initial bursts is helpful for picking up prone units off the ground faster, making quick escapes, and trying to save heavily armed units from a long fall... because they saw a shot go by them crouched, then fell off a cliff...
I can also agree with giving the AI better reactions to being shot at. It would also be nice to have the AI be more aware of its surroundings, since the 'crouch if shot at' part is not good for soldiers up on ledges/cliffs, and annoying for those that do it several times and end up in front of their cover, or outside of a bunker 'firing hole' (concrete barrier?) Perhaps more actual 'crouch' and less actual 'hit the deck!'/dive for cover!'... which results in soldiers on cliffs/ledges getting a good amount of air time before they hit the ground...
I could also agree with actors having at least a minor increase in their basic sight range. It might be handy if actors could be spotted a little bit beyond visual range due to a few specific things... An ally shoots at and hits an enemy. An enemy fires a weapon/uses a tool or uses a jetpack for longer than a half second.
Also, make the AI so it stops getting the habit of looking away from a war going on. It is annoying to have a soldier suddenly turn around and stare at a wall... during the mayhem, a stray impulse grenade sends a dummy flying up to the firing hole... the soldier still stares at the wall. Dummy notices the soldier as it crawls in, tries to stand up and shoot the other dummy, er, the wall watching soldier, in the back of the head. Then at that point the soldier, if still alive, will (usually) takes notice that the enemy is still just outside the gates and one is now right next to them.
New Clone Doctrine. Situational Awareness 101: Step 1: Never turn your back on the enemy. Step 2: Never turn to stare at a wall or empty corridor if you turn your back towards a major fire fight in which you are supposed to be providing fire support for. Step 3: Occasionally look behind you, especially if you hear odd noises, such as the clanks of heavy metal boots, something moaning for brains, or squeeky joints of a Dummy with an Annihilator that just managed fit through the firing hole you think you need to have your back facing. Step 4: If you fail to do any of the previous steps, you will have proven it was a waste of time and money to clone you and equip you with weapons and armor in the first place, and will be recycled or shot as soon as possible, either by your CB (Commanding Brain) or the enemy that won the battle due to your faulty clone mind and obsessions with staring at walls and empty spaces during major firefights.
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Tue Jun 30, 2009 12:04 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: So, official orders from devs
AI need to be aware of their surroundings and knowledgeable about the range of their weapons. Sounds like it would be very useful. >_<
The A.I. Is a bit retarded right now, sometimes they do smart things, sometimes they commit suicide.
Also, how about making the down button do something when you control a crab... Maybe you could make it deploy or something, like turn into a turret?
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Tue Jun 30, 2009 12:08 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: So, official orders from devs
Zerevor wrote: Come for me, I dare you. Dead man walking. the new coalition hair is stupid. tbh i prefered data's crew cut.
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Tue Jun 30, 2009 12:34 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: So, official orders from devs
Yep, we all hate the current AI. However, seeking out a sniper is far from what the current AI can do.
For now, the AI reacts to any fast moving particles the same way, and to an AI a flying gib and a bullet is the same thing. So with your 'seek the sniper thing' implanted, the AI can get even stupider.
A gib fly across the screen will make the AI leave the guarded area to search out the 'sniper'. Or, they can blindly shoot at the direction where a gib came from and end up team-killing everyone in front of them.
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Tue Jun 30, 2009 7:38 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: So, official orders from devs
Grif wrote: On the subject of jetpack bursts, if anyone ever changes them I will kill them. Jetpack bursting is a perfectly valid technique. Don't hate, appreciate. Most new people never played the build where Data actually decided remove the 'first burst of a jetpack is the strongest' way of work.... You couldn't even get airborne with ZERO items in inventory, taking off with a robot and an SMG, followed with 3 or 4 grenades was a near impossible challenge. Thank god you never played it, you'd probably slit your wrists. Shame I don't remember which one it was, if I recall it was either 12 or 15.
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Tue Jun 30, 2009 2:52 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: So, official orders from devs
I started playing at build 11.
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Tue Jun 30, 2009 5:45 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: So, official orders from devs
Grif wrote: I started playing at build 11. That means you must have played it, while most people didn't, so they ♥♥♥♥♥ about such things but they don't know and aren't ready for what they are asking. I imagine the first wave of comments would be like: HURR I CAN'T USE JETPACK IT IS CRAP MAKE IT STRONGER DERP.
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Tue Jun 30, 2009 6:01 pm |
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