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Joined: Fri Mar 13, 2009 2:31 am
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Post Re: So, official orders from devs
I agree that the craft are too vulnerable to the masses... would the gib impulse limit help?... I'm mainly concerned with drop ships because their engines are the most easily disabled by flying actors (though I have nailed a MK1 rocket with a speeding dummy causing it to gib)


Fri Sep 18, 2009 1:29 am
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Post Re: So, official orders from devs
Well, when/if the jetpacks get the nerf numgun has said they will, you won't be able to crash into a craft at significant velocity nearly as easily.

While I don't like that in general, it will make impulsively knocking out a dropship more reasonably unfeasible.
But, I do wish engines would get knocked loose rather than gib on impact more often. Ideally, when flanked by a suicidal jetpack actor, the engine would get knocked loose, and fly off, propelling as a kinetic missile, but unevenly, and on it's impact it would generally gib.
Right now it generally breaks the engine and yields boring predictable results, and that's not fun or interesting.


Fri Sep 18, 2009 3:16 am
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Post Re: So, official orders from devs
Noted, will increase the gibimpulse on engines and lower their jointstrength to get a good result.


Fri Sep 18, 2009 12:11 pm
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Post Re: So, official orders from devs
I haven't seen this one before but I would like to see a option reload frame. it would make reloading a Sawnoff shotgun look a bit more...real?


Fri Sep 18, 2009 2:51 pm
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Post Re: So, official orders from devs
It'd be neat if you could have reload offsets. Like walkpaths, except for arms, and they move to specified positions when reloading, so you can have the actor actually look like he/she/it is reloading the weapon, instead of just waiting for the magazine to regenerate.


Fri Sep 18, 2009 9:14 pm
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Post Re: So, official orders from devs
Grif wrote:
What content do you want tweaked/removed/fixed, AND WHY.

Ex: Uber Cannon needs an upgrade as far as radial damage, and a much shorter reload time. Potentially an increase in damage from this. Also, bug: it sometimes explodes and just blows up into the ground.

Don't bother posting ways to fix it; remember, these are devs, workaround shouldn't have to exist.

HIJACKED BY TLB:

    Assault rifles (all of them) need MAJOR accuracy buff. You should not be spread to the height of two actors across 400 pixels or so. That's twenty meters, out of the m16's "effective" range of SIX HUNDRED.
    More diversity among weapons.


Where did he mention new features?


Fri Sep 18, 2009 9:15 pm
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Post Re: So, official orders from devs
@CaveCricket48: Well, there's no path, but they put their hands at the HolsterOffset.


Fri Sep 18, 2009 9:16 pm
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Post Re: So, official orders from devs
@p3lb0x - Sorry. Just thought it would be a good idea.

@Duh102 - Yeah, but it still doesn't quite give it the appearence of reloading.


Fri Sep 18, 2009 9:17 pm
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Post Re: So, official orders from devs
Related to reloading.
Most noticable with the Heavy Brain Bot. Try reloading, and your back arm spins at high speeds.
I'd rather the back arm do nothing than Rock All Over The World.


Fri Sep 18, 2009 9:45 pm
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Post Re: So, official orders from devs
Barnox wrote:
back arm spins at high speeds.

See: HolsterOffest. Most people (including the developers) ignored this variable and thus when actors try to put their hand on it get some strange problems.

EDIT: This means: Devs, have a suggestion.


Fri Sep 18, 2009 10:06 pm
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Post Re: So, official orders from devs
I don't see whats so ugly about the heavy brain bot. He looks more like a brain that decided to go Incredible robo hulk. Maybe the limbs could be beefed up a little though. Also, if he looks like a bulky dude, make him act like one. He died on me fast before. Now then, a list of other things I'd like to suggest:

-Sandra needs to actually look like a girl (I originally thought it was some sort of guy with hair/hat problems)
-Speaking of head problems, What is that supposed to be under the coalitions helmet? Could that get fixed too?
-Browncoat needs to be able to have some jet pack ability. by the time you have a decent weapon, he's nailed to the ground. I had to tone him down 30 pounds before I could use him as anything more than a door watch (I understand that they're a WIP though)
- Heavy brown coat needs to look like a brown coat. IIRC, he was white.
- Is it possible to make the drone's jumps a little more stable
- Big crab needs to be buyable for a high price. :P "Send in the big one!"
- an SMG that can go dual wield. I never figured out why the small thing stayed two handed when B19 and tall actors came around.
- Tall (And maybe armored) blue clone please! :?
- Could the big flame thrower have a little more range. I have resort to using the sparks to kill the enemies.
- Tradestar satalite laser bomb? C'mon that'd be an awesome air support method
- Faction dropships. I'm sure the big military style coalition can't always rely on trade star. They have to have some transport of their own.
- And finally: The laser thing from tradestar needs to have a little bit longer of a clip. It feels a little too short, even if it has a fast reload.

Also are they really going to nerf the jet packs? And will this effect everything (Including mods), or just the vanilla stuff. and can it be easily changed back? I'd hate to see the jet packs get weaker. especially since I can't use the heavys.


Sun Sep 20, 2009 1:39 am
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Post Re: So, official orders from devs
Darius basically is a taller blue clone. He's just not, k'now, blue.

Jetpack changes won't affect mods, I'm almost certain, as numgun makes it sound like he's just adding a significant burst delay, which is already a feature of AEmitters, just not one that vanilla jetpacks make use of.



Also, this has likely been said before, but bunker module prices need balancing, with a materialistic viewpoint, approximated from the materials used and the areas of that material used. A concrete 24x24 block should not cost as much as a metal 24x24 block, a 96 long tunnel should not cost the same as a 48 long tunnel, etc

Bunker 'themes' for factions would be cool too. Basically, extra modules in the style of of a faction. Dummies already have these pretty much, from the tutorial bunker modules. They could add function, or they could just be stylistic. Coalition could have a camo entrance to an underground bunker, Ronin could have a improvised control room that's falling apart and becomes an electrical hazard as it's damaged due to exposed wires and pipes, whatever.


Sun Sep 20, 2009 2:58 am
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Post Re: So, official orders from devs
Quote:
Bunker 'themes' for factions would be cool too. Basically, extra modules in the style of of a faction. Dummies already have these pretty much, from the tutorial bunker modules. They could add function, or they could just be stylistic. Coalition could have a camo entrance to an underground bunker, Ronin could have a improvised control room that's falling apart and becomes an electrical hazard as it's damaged due to exposed wires and pipes, whatever.


Brilliant! I can imagine a strong, but expensive armor like bunker from coalitions, worn down but dirt cheap stuff from the ronin, and tradestar needs could lend people nice futuristic bunker modules. You'd think a big trade program would have more in stock than just bland concrete, and metal. :P


Sun Sep 20, 2009 4:48 am
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Post Re: So, official orders from devs
Just started playing the game at my friend's house. I might buy it soon (He's certainly telling me to!), as it looks promising, but there are some issues. I haven't read the whole thread, so I dunno what all's been suggested, but I have some generic suggestions that, IMO would make the game more fun. Any developer or engineer feedback on my opinions would certainly be welcome.

1) Faster movespeed on the ground. As it is, almost all forces move sadistically slow on the ground. This almost forces jetpacking and gives a HUGE advantage to sides with better jetpacks in almost all situations. In fact, a few of the heavier characters are almost too heavy to walk WITHOUT jetting if they carry a few weapons, lest they sink into the dirt!

2) Some units, especially with weapons added, are too heavy! As pointed at above, some "heavy" units, once given a gun or two, are almost too heavy to get off the ground when jetting (Yes, I know about the "Jet Tapping" trick but even it can only do so much!) and even when on the ground, they're so heavy that they sink into the terrain when walking, making them almost useless for anything but standing on concrete somewhere.

3) Guns are too flimsy and characters seem to have serious trouble holding onto them!
They're held realistically at the shoulder or hip height, thus they tend to immediately take hits in combat before the trooper holding them does. I've lost track of the times that I've had troops lose firefights simply because the enemy bullet-spam shattered their gun...or a nearby grenade sent their gun flying into orbit. The resulting unarmed troop is then pretty much helpless. You can counter this somewhat by carrying multiple guns, but as I pointed out above, for all but the lightest units, carrying more than a moderate-weight gun and a sidearm makes them too slow to move!

4) Transportation issues! Rockets are unreliable when landing. I've had them flip over even on perfectly flat concrete surfaces with nothing touching them whatsoever! And their rocket-exhaust tearing into the terrain means that nowhere flat enough to land them on will be flat for long. Dropships are somewhat of a way around this, but they drop things from such a height that they'll outright kill many units and break many of the above-mentioned flimsy guns.

5) Friendly fire is rampant! I realize this is part of the game and that in 2-D, you can't simply shoot through your allies. That seems like a logical and intentional part of the gameplay. I'm more referring to the fact that you can't WALK BY your allies. You have to jet over them, which, when bogged down by weapons, isn't always possible. And it often leads to ridiculous accidents with someone being squashed by a companion's bad landing or torched by a companion's exhaust. Not to mention how ridiculous it looks when something flimsy and lightweight enough to shatter if dropped from a few feet (Coalition Drones/Medic Drones) utterly squishes a Coalition Heavy Trooper...

6) AI needs a LOT of improvement. From what I gather, that may be something outside of this topic's discussion, so I won't go too much into it. But having the AI "Lock On" to your units and be able to fire on them from far outside of visual range when you run away (Common with turrets) is irritating, units on 'Sentry' will gleefully jump off of their perch to fall to their deaths, and units on 'Mine Gold' will just stand in place and spam their digger in a random direction...

7) The "Factions" serve no real purpose right now. You can mix-n-match any of them however you want right now, so there's really no point. Forcing a player to pick one at the beginning of a mission/skirmish would add some depth to the game, forcing the player to use that faction's specific strengths and weaknesses instead of taking advantage of the strengths of them all... There seem to be some balancing issues as well. On maps with a lot of vertical terrain, heavier factions like the Coalition and the Browncoats are gimped to the point of near-immobility by their crappy jump ability. Meanwhile, the the Coalition is the only faction with an ability to heal it's units right now, and the Dummies are the only one with a tank-like vehicle (Dreadnaught). Factions need individualized, given a purpose, and balanced... I understand that this part is still in the works, though.

This is a lot to tackle and I'm certain you guys are working on at least some of it already, but these issues need to be looked at. Once they are, it'll make the difference between a game to play for fun sometimes and a game that people will play once and remember forever. This game has a ton of potential. It just needs some polishing before it'll be ready to shine and, in my opinion, be worthy of the purchase.

Please don't take any offense to anything here. I'm just tossing my two-cents in as a gamer somewhat new to this game.


Sun Sep 20, 2009 6:26 am
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Post Re: So, official orders from devs
you have no idea how much work it is to make bunkermodules.
i agree about the pricing though.
the blocks (metal and concrete) are cheaper when bought from bunker bits, at the moment.


Sun Sep 20, 2009 8:35 am
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