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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
Tekguy wrote: Firstly i am disapponted in how dodgy the base doors are i fired some stray shots and the thing just broke. secondly the concrete is not nearly as tough as it should be You're not the only one with such problems. The concrete modules does feel like butter, the barriers from bunker bits are like paper. Is there a way to stop actors slowly scratch away the concrete floor, just by walking? It's...Kind of ridiculous.
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Mon Aug 10, 2009 1:40 pm |
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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
it has been said many a time that the base materials need major rebalancing. also, this thread is not for suggestions for new units or weapons. it is for quick bugfixes and content alteration suggestions.
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Mon Aug 10, 2009 9:32 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: So, official orders from devs
The Decaying Soldat wrote: Tekguy wrote: Firstly i am disapponted in how dodgy the base doors are i fired some stray shots and the thing just broke. secondly the concrete is not nearly as tough as it should be You're not the only one with such problems. The concrete modules does feel like butter, the barriers from bunker bits are like paper. Is there a way to stop actors slowly scratch away the concrete floor, just by walking? It's...Kind of ridiculous. Just open your Base.rte/Materials.ini file, find concrete (below) and up the StructuralIntegrity Value. Code: AddMaterial = Material Index = 177 PresetName = Concrete Bounce = 0.6 Friction = 0.9 [b]StructuralIntegrity = 75[/b] DensityKGPerVolumeL = 2.3 GibImpulseLimitPerVolumeL = 15 GibWoundLimitPerVolumeL = 0.1 Priority = 6 SettleMaterial = 51 Color = Color R = 165 G = 165 B = 165 Compare this to the much more durable Test material: Code: AddMaterial = Material Index = 3 PresetName = Test Bounce = 0.1 Friction = 0.8 StructuralIntegrity = 20000000 DensityKGPerVolumeL = 1.0 GibImpulseLimitPerVolumeL = 15 GibWoundLimitPerVolumeL = 0.1 Priority = 1000000 Color = Color R = 255 G = 0 B = 0
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Mon Aug 10, 2009 9:35 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
I've done some rebalancing on the base materials. None of the vanilla weapons are very good at penetration any more. A Heavy Sniper Rifle won't make it through a Block A (even the concrete one) for instance. I did this material modification while keeping actors in mind - their materials are mostly unchanged. I also played with the diggers a lot. The Light Digger is good for digging through softer dirt, mostly. It can put holes in concrete, but only if you keep at it for a while. Medium Diggers will eat concrete fairly easily, but won't even so much as dent the metal rebar. The only way to really get through most bunkers is with a Heavy Digger.
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Mon Aug 10, 2009 11:46 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: So, official orders from devs
TheLastBanana wrote: The only way to really get through most bunkers is with a Heavy Digger. It better be pretty damn expensive or slow.
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Tue Aug 11, 2009 12:03 am |
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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
It's 100 gold, just like it always has been. The point of the game is that the terrain is destructible, as are bunkers.
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Tue Aug 11, 2009 12:04 am |
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Megakiller
Joined: Mon Aug 10, 2009 2:11 am Posts: 5
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Re: So, official orders from devs
so now AI won't be able to shoot through my walls with simple willpower?
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Tue Aug 11, 2009 2:06 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: So, official orders from devs
TheLastBanana wrote: It's 100 gold, just like it always has been. The point of the game is that the terrain is destructible, as are bunkers. Yes, but I'd expect it to take a little more work and strategy.
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Tue Aug 11, 2009 3:39 am |
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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
You have to dig into a part of the base that is actually vulnerable enough to get through. It's not like the heavy digger just tears through metal, it still takes time to do so. It's similar to what it used to be, except with a bit more power.
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Tue Aug 11, 2009 4:04 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
The last few posts from TLB have made me happy. the vanilla sniper terrain rape is what concerned me most. that and the fact that the coalition heavy sniper rifle is at such a stupidly high velocity that it usually phases about 10-40 pixels into the terrain when making an exit wound in a riot shield - -;; im assuming thats been toned down a lot though.
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Tue Aug 11, 2009 4:45 am |
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Namm
Joined: Fri Aug 14, 2009 5:02 pm Posts: 15
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Re: So, official orders from devs
I'm not sure if this has been covered (if so please pm me with a link), but I'd like to see weapons with switchable abilities. Assault rifles the can switch between automatic and semi-automatic... etc etc. I'm well aware that my general ignorance (not checking through this thread, and being new to the game) will eventually end in my flaming, but if I don't ask 0 I'll never know.
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Sat Aug 15, 2009 11:23 pm |
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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
wouldnt we all love that..
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Sat Aug 15, 2009 11:38 pm |
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Namm
Joined: Fri Aug 14, 2009 5:02 pm Posts: 15
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Re: So, official orders from devs
Sarcasm? or actuality?
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Sun Aug 16, 2009 12:45 am |
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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
This is not a feature-request thread, this is a thread to point out things to be fixed with the game.
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Sun Aug 16, 2009 12:50 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
also, yes we would all love it but it isnt really possible in the current engine other than specific to a single actor.
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Sun Aug 16, 2009 1:13 am |
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