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  1. Wouldn't giving all infantry the exact same anti-building weapon (timed C4) provide the opposite effect to the intention of "make them more different" and "make them less boring"? This engine really is not designed for weapon bloat. It's hard enough to use the Engineer right now, they have five weapons and making sure that you can scroll to the exact right one when needed (for example, using clearing charges against mines instead of accidentally throwing your anti-building C4) is awkward. This also why Tanya/Volkov, who used to have binoculars, no longer have them - because it's painful to accidentally switch to binoculars when you want to switch to your C4 as Tanya or switch to your alternate anti-unit option as Volkov. Why should we make this an even bigger issue than it already is? On top of that, one of the things I see new players have trouble with is characters that have multiple weapons. It is very common to see newbies keep using Volkov's AT cannon against infantry, or keep using the LAW/RPG-7 against aircraft when the Redeye/Strela exist and can clearly be seen holstered on the soldier's back. In the past I've considered giving most infantry a LAW/RPG with 1 ammo and nerfing the power of bullets vs tanks to compensate, for the purpose of making infantry against tanks look less silly and giving further incentive for the Supply Truck - but the weapon bloat, newbie-unfriendliness, and homogenization issues just complicate matters. It's still up for debate though; it's probably the only "add more weapons" thing that I'll ever consider, but another problem is that it would shake up the balance of a gameplay area that, as far as I can tell, is in a pretty good spot right now and doesn't need much change. Oh, and if we're supposed to go whole hog giving every infantry a "full loadout" with like 2 or 3 unique weapons each, then we run into the issue of where do we get the weapon models? Most of the old team is long gone and everyone around here with modeling experience is too busy working on stuff for other projects and stuff that's more important than "extra weapons for units that already have a weapon and work just fine with what they have".
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  2. And one more update - a server-side update that doesn't require a patch: Dynamic rotation is working again! The next map is now picked randomly (though recently-played maps will be excluded) and the pool of maps is restricted by the player count; small player counts mean that the game won't pick incredibly large maps or Missile Silo maps, and large player counts mean that the game won't pick incredibly small maps or infantry maps. So no more 2v2 KOTG or 12v12 Antlion!
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  3. 3.2.2.6 InfantryAnimations Idle animations are now working again! And unlike in the older releases where they did work, they can no longer occur while crouching, so now they won't screw you over if you're trying to hide from people or shoot base defenses from behind cover. Taunt/emote animations are now working again! These are bound to the numpad keys by default; if you don't get them automatically bound when entering your first game, you'll have to bind them yourself in Esc > Options > Extended Options. Row 7-9 contains kicks and punches (still completely harmless), row 4-6 contains salutes, and 0-3 contain 4 assorted other emotes. Unlike in older releases where they did work, they can no longer cancel fall damage. Be aware that 2 old limitations are still here - they can't be used in offline mode (it was MUCH easier to add the taunt scripts to the soldiers via server plugins) and Tanya is still incapable of taunting (the animations aren't compatible with the female skeleton). RPG Trooper Now has his facial hair back! (It got removed back when he and the Grenadier were merged into the same unit and thus the brown fatigues became an alt camo sharing the same face, but I forgot to revert it when the "old-style" Grenadier returned as a separate unit) Volkov AP ROF up (2 -> 3) AP damage up (22.5 -> 25) AP now fires incendiary slugs, which can deal a small additional amount of fire damage and inflict slow burns. Both weapon ranges increased drastically (100 -> 120m) Added scopes to both weapons (forgot to include these before - still waiting on a proper "box art eyepiece" scope texture though; he's currently using the Enfield scope as a placeholder) Price up (1500 -> 1800) Offline Spectator No longer just a faster groundbound infantry with superjumps - it can now fly, noclip, and cycle through the viewpoints of bots by pressing Q if you have bots enabled. Since it's actually worth messing with now, I might as well say how to use it. In offline/LAN mode/skirmish/whatever you want to call it, press F8 to open the console, then type chchar 1 spec Vehicles Light Tank Reload time up (1.2 -> 1.25 sec) Artillery Price up (750 -> 900) Fixed oversized projectile hitbox. Phase Tank Splash damage down (25 -> 22.5) Tesla Tank Damage multiplier to buildings up (0.18 -> 0.1875) Yak Holding spacebar while moving forward on the runway no longer slows you down (which led to instadeath on takeoff) Splash radius down (12 -> 10) Damage received from Redeyes increased by 25% Damage received from APCs increased by 16.67% Submarines Tweaked underwater fade to be less saturated (and therefore less blinding) but still thick enough to make it difficult to see through.
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