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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Jetpack glitch
Contrary wrote: Less jet packing would: -Other stuff -Make it so you can't get off the ground Seriously, try it. It's damn hard to get off the ground without burst. In fact, the jetpack is reduced to more of a glide-pack.
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Fri Sep 11, 2009 5:41 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Jetpack glitch
Too late, its done already. Another thing in the line is to massively reduce lifetime of all bullets so they fly only half a screen.
FYI: Data said so himself and I agree.
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Fri Sep 11, 2009 6:42 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Jetpack glitch
Duh102 wrote: One of two options. One, Data makes some changes that drain jetpack fuel in proportion to the burst, so that no matter what you do you always get the same amount of up and over. Yes, this man speaks the truth. Also I still think air resistance is better than lifetime for bullets.
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Fri Sep 11, 2009 6:56 am |
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StealthArcher
Joined: Fri Apr 10, 2009 10:22 pm Posts: 18
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Re: Jetpack glitch
numgun wrote: Too late, its done already. Another thing in the line is to massively reduce lifetime of all bullets so they fly only half a screen.
FYI: Data said so himself and I agree.
Oh silly willy nummygun. Got hated too much, so he left and comes back asking to be hated.
>.>
EDIT: Numgun, you forgot, you must add to your list the task of making all reloads take at least 30 seconds, and the uber cannon at least 4 minutes. (Your AAL STD should take about an hour then.)This is a stupid post.
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Fri Sep 11, 2009 7:00 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Jetpack glitch
StealthArcher wrote: numgun wrote: Too late, its done already. Another thing in the line is to massively reduce lifetime of all bullets so they fly only half a screen.
FYI: Data said so himself and I agree. Oh silly willy nummygun. Got hated too much, so he left and comes back asking to be hated. >.> EDIT: Numgun, you forgot, you must add to your list the task of making all reloads take at least 30 seconds, and the uber cannon at least 4 minutes. (Your AAL STD should take about an hour then.) Troll harder kid, but I was being serious actually. And I'm not here for hating, I'm here for Cortex Command. Besides the lesser bursting I'm also adding BurstSpacing to jetpacks so you can burst again only after a second from your last burst. That should keep your troops on the ground instead of flying like some ♥♥♥♥ freedom gundams. Then airresistance. Data insisted that I would not use dramatic airresistance because he hated how it looked like ingame so in any case, the main limiter for bullet flight will be lifetime.
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Fri Sep 11, 2009 7:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Jetpack glitch
dont do it bullets vanishing is silly nonononono. if you want short range at least use lua to make it spawn a MOSP so that the vanishing isnt as.. sudden. shotguns need more range, not less range. if you want them to have a shorter trajectory make them come out at a lower speed, and use a really slight air resistance. tiny lifetime is a horrible way to do it except in the case of grenade bits and the like.
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Fri Sep 11, 2009 9:18 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Jetpack glitch
At first I also thought of that, but then after reading what Data and Prom had thought of, they wanted the bullets to travel far less than they do now. Roughly speaking the bullet will fly as far as you can see in your screen on the default resolution. This is to prevent spamming bullets in a general direction from the other side of the map and making sure they dont loop around the map to hit you from behind.
Data is wants tight tactical squad action with a good amount of realism in terms of effects and battle gameplay. So you take cover, the bullets are very fast, explosions are detailed and gibbing is based on particles rather than dramatic animated MOSP effects. I can see CC's vanilla gameplay will change drastically over time from what it is now.
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Fri Sep 11, 2009 11:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Jetpack glitch
so add some lua to each bullet, reducing its damage ability over time. drop sharpness or some ♥♥♥♥. if you want less damage over distance, there are other ways than just making the bullets vanish faster. realism should include bullets not vanishing ever, considering they are hunks of metal intended to kill whatever they are shot at, over a distance. energy weapons hell yes, limit the range up the power, dummy pride and all that, but ballistic weapons should have at least some manner of ballistics.
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Fri Sep 11, 2009 11:57 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Jetpack glitch
numgun wrote: BurstSpacing Crap, forgot about this entirely. This is the holy grail, it fixes everything. You can't use the burst exploit because you can only burst every quarter second *sheen* fixed!
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Fri Sep 11, 2009 12:17 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Jetpack glitch
Taking burst off is the right thing. I totally agree that the game would be ridiculous without jetpacks - you just wouldn't be able to get anywhere. That doesn't mean that you should be able to actually go anywhere, though, as is the case now. With bursting, you can stay in the air indefinitely and usually get going fast enough to avoid any fire. That's stupid. Just making the player wait a bit between each burst and adding a bit more total fuel should do. Edit: Aw, I worked hard on that pic
Last edited by Rawtoast on Fri Sep 11, 2009 4:58 pm, edited 1 time in total.
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Fri Sep 11, 2009 12:22 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: Jetpack glitch
This may sound odd but what about conditional bursting? As in if you are touching the ground your jetpack produces a burst to get you off the ground.
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Fri Sep 11, 2009 4:03 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Jetpack glitch
Data did this stupid mistake once and I can't believe he's doing it again.
I am disappoint.
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Fri Sep 11, 2009 6:27 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Jetpack glitch
numgun wrote: Besides the lesser bursting I'm also adding BurstSpacing to jetpacks so you can burst again only after a second from your last burst. That should keep your troops on the ground instead of flying like some ♥♥♥♥ freedom gundams. So we'll be tromping idiotically at a turtle-like pace for most of the game? That sure sounds exciting and fun. Make ground mobility decent before ruining aerial mobility, at least. Bullets instantly vanishing before your eyes in midair also sounds pretty awful.
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Fri Sep 11, 2009 8:16 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Jetpack glitch
All actors go relatively slow on the ground, but to make the mobility better they all would have to move fairly quickly, which would look strange. Or actors would have to have longer legs as to move over obstacles easier. Which would look strange. What would really have to happen if have things change so that when actors walk around they get more purchase and walk harder. Meaning we need stronger ground. Make them move a little quicker, maybe optimize the walkpaths.
If those aren't done, that's just vanilla content anyway, we can do what we want. Meaning someone is going to make a burst jetpack eventually.
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Fri Sep 11, 2009 8:38 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Jetpack glitch
Well really, it comes down to what you use CC for. I suspect most of you guys just spend your time dicking around (which isn't a bad thing) and bullets that travel several times around the screen and staying in the air forever suits you.
But for those who like player vs player skirmishes and interesting single player missions, working reduced jetpack and bullet lifetime into the game balancing sounds great.
Stop hating on the news numgun is bringing just 'cuz he's numgun. I'm not a fan of his mods, or his hype threads, but I support the ideas he's bringing.
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Fri Sep 11, 2009 11:50 pm |
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