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Chaos_Knight

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Everything posted by Chaos_Knight

  1. Yeah, that's what I was thinking. If your investigation roll lands on the OC the person has, you'd get scum result. Might explain why Kam got such a result on himself.
  2. Alright, I am back home now. Anyway, I investigated Jeod and that gave me the result of Town. By D1 start I lost 3% of OC down to 15% and 2 points of PC down to 7% Started with what appears to be standard 18/9 OC/PC.
  3. Now here's the thing. I have a theory that in fact everyone started with some chance of being a Rounder. Me included btw. So the "investigation" action some of us had access to during N0 (maybe we all did actually) had an unannounced effect of reducing AC of every targeted player by the chance of each visiting investigator being a rounder. So for example, looking at my default RC and current AC, I'd say I was investigated by not just FRAYDO but someone else.
  4. Neither did I. It was just a funny way of me saying that my "alive chance" dropped last night.
  5. Well I was at 100% alive when I just started. Right now it's kinda less than that.
  6. After Night 0 I am already feeling slightly more dead than usual. Not sure if I should feel proud or be worried. Anyway. I guess I'd join the fine gathering of polite people and do an ##introduction of myself
  7. I have to agree with Voe. Control freak mentality has to stop. No, I don't enjoy sitting in the last remaining building for some long minutes getting f*ed 6 ways from Sunday by the splash damage while "outside might as well be lava". This gives me Camos Crossing flashbacks. No thank you. Sure enough, I don't RQ per see, I just hide in some corner and alt-tab for YouTube until it's over but I understand why people might choose to. I can also understand why some others might like their little final stand. Each to their own I guess. The only feature we need is for "!swap" to once again being useable to balance out uneven player numbers. Aka so when it's like 8v6, player on the team of 8 can just use !swap to make it 7v7. Because it's totally fun to wreck several enemy critical structure(s) and then get autobalanced to them. Bonus points if you wrecked this/these building(s) solo. BF3/4 servers do that sometimes, and it's about 0/10 as far as fun factor goes. Also the only thing which seems to contribute to your actual ranking on the global scoreboard are points. Unless I am wrong of course. And as far as "leveling up" goes, it seems to fill up points and kills gauges way before "games played" one anyway. At least for me.
  8. Looks neat so far. Not sure if outright killing the pilot would be a good idea tbh considering that it's much easier to crash and outright die. But I guess we shall wait and see. Also I see that my "crash" mechanics idea is in as well
  9. The thing is we are talking about "ping" display on a game HUD, not actual ping command ran for diagnostics. Which in practice might mean that the "ping" you see here may actually be only "one way trip" time reported by the server, not the full circle. This would also explain serious delays and rubberbanding I experience sometimes with a stable ping of ~80. We can also agree that outgoing connection for Pyryle is stable enough which is confirmed by the fact that his characters seem to behave normally for other players. Never saw him teleport around really (or had this much issues killing him ). So I think his "ping" value stays the same because server receives his data just fine at all times. But it sure fails to send his data to him every now and then >_>
  10. Yeah, that really seems to be the only solution indeed. Forum engine upgrade happened AFAIK. It doesn't seem to either be configured to automerge yet or doesn't support it anymore.
  11. Well, you may still get destroyed just as you reach the shore really. Plus what Pushwall said about mines. Actually, can't Soviet LST actually die to the AT mine placed on the shore? Hm, I see. Well, I think I'll create a new topic for aircraft crash logic so that we won't litter this one with off-topic discussion. Done. Here -
  12. Alright, not to litter the naval topic I've decided to start this one. Some backstory: To address some points made by Pushwall so far: So def logic relies on HP rather than target armor type? Since I could've sworn flame towers preferred my full HP cap to red health ranger nearby. Hm, that might be a problem indeed. Unless wreck is made with slightly more HP than the base unit to make defences switch. After all, I think kill script for it should be able to deduct any amount of HP per second, right? This one can be avoided by making people lose some armor in explosion while Kov would only lose health which he would be able to quickly regenerate with no consequences. And/or just make him more resistant to crash explosion in general. I can imagine that helicopter fuel can't really melt that steel guy Well, to be completely fair, in RA1 nook just murdered everyone inside when it detonated even on land but that obviously won't do here. Then again, it would make sense for aircraft transport to be more volatile when going down compared to diesel-powered APC/ST for example + it's more mobile already and has decent HP last time I checked. It's also sort of a buff to nook also because you'll be able to just drop into the enemy base from high altitude (no need to spend time landing) deep-strike style. And maybe even kill someone on the ground in the process
  13. You know what I was thinking about a while back? The idea occured to me once "crashing" aircraft were implemented. Is it possible to make a script that would turn destroyed aircraft/naval into a different vehicle rather than the "projectile"? So that people won't just "pop out" and fall to their doom long before even their vehicle does. And once "wreck's" velocity drops below certain point (aka when it landed on something) it quickly loses all HP and explodes dealing some damage to the driver and nearby objects susceptible to AOE. You can exit manually of course. Now, as said here: There's already a script for swimming. Naturally we don't want people to just cross the water Battlefield-style, so why not combine that with infantry damage zones? Say, 50% of current damage per second on the surface and full once submerged. Also no shooting while swimming obviously, but you should still be able to board stuff (rescue chinook/LST anyone? XD). Then let's combine it with the idea above. So when ship/sub gets destroyed, it turns into invincible sinking version of itself. Player can then choose to bail out outright and swim on the surface and lose less HP/s (but be open to enemy fire or simply getting ran over by the nearby navy) or wait out and end up safer underwater but with much higher HP/s loss. Aircraft in meanwhile will also benefit from this in a way since it would allow for a parachute logic substitude (just sit in there while your heli goes down). If drivers of certain vehicles need to die, you can always add demo truck script to the "crashing" version. The only downside to this is making aircraft explode when they hit water surface rather than sea bottom but I guess making "wreck" take damage from "swimming" zones could solve that.
  14. I assume that was actually happening for quiiiiite some time. That would explain why I felt like my headshots weren't doing as much as I thought they would, and why center of mass aiming felt so much more superior. Huh. And I blamed it on the armor system.
  15. Sup. "Недостаточно места на диске." means "Insufficient disk space". Plain and simple. So I guess the culprit is a lot simpler than anticipated. It's hard for me to tell the exact numbers, but I'd say that about double the size of Delta in free HDD space should be enough for the smooth installation.
  16. IIRC it was actually fixed somewhere around 1.4 so animations didn't save you from fall DMG anymore.
  17. A random idea A4R91N and I came up with while playing today. What about buffing V2 a bit by allowing it to carry a passenger? That person could try and defend the thing to limited degree without making V2 too strong. Could help for some of the low-budget/low-tech situations.
  18. There's also "Most Valuable Plagiarist" for (I assume) being MVP as a spy.
  19. So, I will cut the introduction short and state the stuff as it is. Most grief when it comes to map balance being scewed in Allied favor comes from a single unit being a pain in the butt. And said unit is Artillery plain and simple. So let's start with the obvious and compare Arty to V2. + Higher mobility due to tracks > wheels. + Higher versatility due to higher ROF and ability to turn. + Higher sustained DPS on enemies due to less punishing misses. + Way better at self-defence: easy to kite slow large soviet vehicles and kill infantry pestering you at close range. + Higher indirect durability. They have the same 150/150 HP but this one is kinda funny. It takes 10 serg slugs to kill a V2 and 5 shock shots to kill an arty. Both take similar time but one is 150 no barracks CQC specialist and the other is "advanced" AT infantry. Also mechanics. + Smaller general profile. + Smaller projectile. + Prop heavy recent map philosophy makes indirect fire far more efficient, esp. combined with V2 projectile size. + Harder to track back due to small trail and large arc. - Less accurate. - Lesser alpha strike. - Lesser splash AOE. That list already doesn't seem right for a cheaper unit, does it? Now let's take a look at what each of them have to deal with. V2 has to deal with faster agile and sometimes stealthy enemies which makes higher punishment on each miss even worse. If infantry got too close to you, you better just run and hope that there would be something nearby to hit to use your AOE which would still not kill the attacker but at least would make killing them on foot easier. If ranger or whatever got too close, you are toast. If Phase fired at you from the side, you are toast. Arty on the other hand has to deal with larger and slower targets most of the time. The only real threat to it are V2s on open terrain. As soon as terrain stops being open, arty gets an upper hand. If soviet vehicle got close which is far less likely due to their lower speed, you just turn around and blast it in the face. Even though you would likely lose your arty, that guy is now crippled with mammy being the only exception. But where were your eyes if you let a huge mammoth tank to flank you? Seriously. Anyway, then you get on foot (serg, cap and RS all work fine here) and finish off that person vehicle making it 1 to 1 trade. And maybe kill the driver. So in economy terms you've lost 600 and killed 700-1500 worth of units (+ maybe driver). A list of solutions (can be applied in any combination): - Make arty 100/100 again and remove tesla resistance (why is that even a thing?). It already has more versatility and mobility than the soviet counterpart to defend itself. No need for it to be tanky also. This will also allow TTs to avoid being cripped by the return fire should they engage the arty. - Reduce turn speed. - Slightly reduce range. - Make minimum gun elevaton higher so it can't fire at everything point-blank putting both it and V2 in the same boat when it comes to close range engagement. - Just make it more expensive (700-800).
  20. Wrong. Heavy did ~105 DMG in 2 shots. Medium did 90 in 2 shots. I remember it very well because it funny enough matched each tank's in-game cannon caliber. However, when fired at each other, HT and Med either did a mutual destruction or HT barely survived with a tiny bit of HP due to having extra 25/25 armor/health (which as I see was also removed). Why else do you think HT vs Med was one of the clan entry tests back in the day? Mammy on the other hand did 120 in 2 shots. Not that much more but still enough to give it some edge. Unlike HT, though, it's much larger and objectively can't dodge a single thing. So combined with the new mine mechanics I honestly don't see current mammy as much of a desired upgrade compared to HT. And when people in game start asking stuff "is it me or mammoth tank is kinda squishy?" you start to wonder if said unit is even performing its intended tank functions anymore. Now let's get to a 2nd part. Light vehicles and tank shells. Well, that's simple enough. If you can't get out of the way of something which moves slower than infantry... tough luck. Arty has range. Ranger shouldn't even engage but if it does, it still has speed and small profile, Phase has stealth and speed, and why the hell is APC as durable as med/HT?
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