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 Jetpack glitch 
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Jetpack glitch
I've played the Campaign missions thirty times, and I don't have anyone else to play with.
Using the jetpack to stay in the air is perfectly balanced in my opinion, it's easy to fall and die. You also can be attacked from every angle.

Moving around on foot is just so inconvenient.

(As for me personally, I attack what I see. I don't shoot off the map. Of course, I have a pretty high resolution.)


Fri Sep 11, 2009 11:59 pm
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Post Re: Jetpack glitch
I don't want bullets to fly around the map, but they also shouldn't disappear within a single screen.

An approximate range of say, 1500 pixels is far from enough to wrap around a map, but well past any average range. That's an absolute maximum, but the minimum should be no less than 700 pixels.

As for jetpack bursting, if it's removed entirely, then the jetpacks need to be more efficient. Even the barely-useful jetpacks that last thirty seconds that we have TODAY are capable of flying several hundred feet across the ground and a good distance upward. While mystical recharging could explain the lowered range, a more lateral and less vertical jetpack could be a good addition.

This is also all assuming that walking, climbing, and crawling go from horrendously nerfed and nearly impossible to at least moderate SPEEDS.


Sat Sep 12, 2009 12:03 am
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Post Re: Jetpack glitch
Why are you having the bullets simply disappear? Why not have them fall to the ground slowly after a set distance? Or even better, have them lose effectiveness after a certain range like a real bullet would.

Actually, on that, why aren't you using the ammo.ini in Base.rte for the YAK47? It has a nice, very balanced, 7.62x39mm round.


Sat Sep 12, 2009 12:54 am
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Post Re: Jetpack glitch
on tiny lifetime bullets
Lambda wrote:
Why are you having the bullets simply disappear?
Geti wrote:
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.
Grif wrote:
I don't want bullets to fly around the map, but they also shouldn't disappear within a single screen.
consensus says no.

Grif wrote:
As for jetpack bursting, if it's removed entirely, then the jetpacks need to be more efficient. Even the barely-useful jetpacks that last thirty seconds that we have TODAY are capable of flying several hundred feet across the ground and a good distance upward. While mystical recharging could explain the lowered range, a more lateral and less vertical jetpack could be a good addition.

This is also all assuming that walking, climbing, and crawling go from horrendously nerfed and nearly impossible to at least moderate SPEEDS.
totally agree. taking some extra fuel to burst wouldnt go astray either though.
i'll be pretty happy when walking becomes feasible.


Sat Sep 12, 2009 1:28 am
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Post Re: Jetpack glitch
The jetpacks we had IRL now are impossible to control, that's why they are barely useful. Don't go comparing CC to real life or we'll have instakill on 60 pixel drops.

I think that if you could make jetpacks more horizontal than vertical, I'd make my pissy 3 sentence rants in support of you.


Sat Sep 12, 2009 6:55 am
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Post Re: Jetpack glitch
http://www.rocketman.org/

clearly impossible to control

that's why he lands exactly where he wants to and takes off smoothly and gently


Sat Sep 12, 2009 7:02 am
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Post 
  • I think downgrading the jetpacks is a good idea.
  • I think downgrading the jetpacks when actors are still walking like spastic geriatrics is a bad idea.
  • I think using bullet lifetimes to limit range is not a bad idea. It's painfully inelegant but it works.
  • I think limiting all* bullet lifetimes to half a screen is a bad idea. Farewell beloved sniper rifles.
  • I sure hope that when Numgun says "bullet" he is referring to actual bullets, not to all projectiles.


Sat Sep 12, 2009 3:14 pm
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Post Re: Jetpack glitch
Bullets that only go a screen-length? Wow, that's retarded. Jetpacks are obviously broken right now though, I don't mind that getting fixed.

However, I really hope Data is going to fix game-breaking bugs (like the AI crawling out of bunkers) before he goes on a premature balancing rampage.


Sat Sep 12, 2009 9:13 pm
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Post Re: Jetpack glitch
i dont think its going to be data doing the rampaging..


Sat Sep 12, 2009 11:06 pm
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Post Re: Jetpack glitch
I would like to make a small suggestion about the bullets vanishing after a screen. How bout instead of vanishing they turn tinted like the background but now simply go through actors and vanishes when it hits terrain, as if it skewed off to the side away from or towards the screen.


Sun Sep 13, 2009 6:53 am
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Post Re: Jetpack glitch
So, essentially, disappearing: except with a needlessly complicated and laggy graphical effect?


Sun Sep 13, 2009 7:46 am
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Post Re: Jetpack glitch
And what would the need for that be when you won't even see them, no, i think airresistance should be used.


Sun Sep 13, 2009 8:31 am
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Post Re: Jetpack glitch
Add a new variable to go with airresistance: Minimum Velocity. That way you don't get the dumb "floating down to miniscule velocity then drifting like snowflakes" effect of most effects (here's looking at you, mauler)


Sun Sep 13, 2009 5:24 pm
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Post Re: Jetpack glitch
Snipers are actually guns that will become long range weapons compared to other weapons like shotguns (close range) and machineguns (medium range). Right now the snipers and other weapons dont really differ from other guns because each weapon is capable of sending projectiles far enough.

Cutting down the range on weapons where they need to be (shotties are close range, mg is medium range, snipers gain more range.) will work out good.


Tue Sep 15, 2009 10:00 am
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Post Re: Jetpack glitch
411570N3 wrote:
So, essentially, disappearing: except with a needlessly complicated and laggy graphical effect?

hahah, no. i can do this in lua in about 40 seconds or so.
heck, lets do it now
Code:
function Create(self)
self.timer = Timer()
end
function Update(self)
if self.timer:IsPastSimMS(insert time here) then
self.HitsMOs = false
end

woo so laggy oh wait not unless youre firing upwards of 500 or so bullets per second.

numgun, i know what you're trying to achieve, im just saying lifetime is a horrible, horrible thing to do.


Tue Sep 15, 2009 10:43 am
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