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 Tay al-Ard (Modding Theme Entry: Overpowered) 
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
A 9/10 from me.
Perhaps an adjustable range?


Sat Aug 14, 2010 9:31 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
If you can think of a way to control it that isn't horribly obtuse, and that doesn't use specific keys, then I'll have a shot at implementing it.


Sat Aug 14, 2010 10:18 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Specific keys seems fine. Just use darlos's code so it can be configured.


Sat Aug 14, 2010 10:33 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Eh, it would still need two keys, and I don't know if it would be worth it.
I mean, it'd be trivial to implement, but still.

What are everyone's thoughts on this?


Sat Aug 14, 2010 10:49 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
'Charging' teleports.
The longer you hold W, the longer your range.


Sat Aug 14, 2010 11:19 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
What collective said, but make it log the charge so that you don't end up warping to beyond the seam 30 times and breaking the world.


Sat Aug 14, 2010 11:25 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
That occurred to me, but it would mean you couldn't teleport across the map with quite such ease as you can now.
If you want to teleport past the Dreadnought on the bridge in Dummy Assault, for example; the new system would probably get you shot.

If that's a sacrifice y'all want to make, then I'll definitely implement it.


Sat Aug 14, 2010 11:32 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Maybe two modes?


Sat Aug 14, 2010 11:51 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Surely you can still move while chargin' your teleportar? It'd kind of be more strategic that way, though it'd detract from the overpowered I suppose.


Sun Aug 15, 2010 1:22 am
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Personally I would fastteleport past the Dreadnought and then use the charged teleport to get me out of any pitfalls I might encounter.


Sun Aug 15, 2010 1:37 am
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Okay, so by default it is the current scheme, and when you select ai_golddig, it changes to a more precise charged teleport?

Edit:
Don't forget to rate out of ten if you've had a chance to try it.

Edit2:
Also, I won't be able to do that for the contest, but it'll be done after the results have been announced.


Sun Aug 15, 2010 3:30 am
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
Why would you need a long teleport. Half the fun is spamming the button and looking like a total badass straight out of DBZ. And considering the AI perceptiveness delay, that's adequate time to digger anyone in the back, especially Dreadnoughts.


Sun Aug 15, 2010 6:59 am
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
A long teleport would be useful for getting out of any large pits.


Attachments:
File comment: The blue blot is where I teleported and fell off.
ScreenDump000.bmp
ScreenDump000.bmp [ 900.05 KiB | Viewed 5535 times ]
Sun Aug 15, 2010 5:54 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
If there are ladders you can get out, just teleport halfway up them and again to get back up.


Sun Aug 15, 2010 6:12 pm
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Post Re: Tay al-Ard (Modding Theme Entry: Overpowered)
I would give it a ten, but it isn't quite overpowered.
And 9.5 isn't available.

9/10. I really like it and will keep it until next build at least. It seems pretty balanced, actually, in my opinion. I went through the entire dummy base with only 3 guys, each equipped with A. M16 B. Lady Pistol C. Spaz 12 (last guy only).


Mon Aug 16, 2010 8:33 pm
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