It will be impossible to finish some maps now. Monsters already target totems so is this really necessary?Azarael wrote: Expect totem walls to stop blocking monsters and start blocking BW hitscan
Bug Report Topic / Invasion Discussion
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Re: Bug Report Topic / Invasion Discussion
- Calypto
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Re: Bug Report Topic / Invasion Discussion
I will sort the super adrenaline pills, Vorpal should be limited to pistols, though. Another thought is negating its effect when used against boss monsters. Examples from a modified UT2004RPG:
Code: Select all
static function bool AllowedFor(class<Weapon> Weapon, Pawn Other)
{
Super.AllowedFor(Weapon,Other);
if ( ClassIsChildOf(Weapon, class'ShieldGun') || ClassIsChildOf(Weapon, class'SniperRifle') || ClassIsChildOf(Weapon, class'ONSAVRiL') || ClassIsChildOf(Weapon, class'ShockRifle') || ClassIsChildOf(Weapon, class'ClassicSniperRifle') )
return true;
if (InStr(Caps(string(Weapon)), "AMRIL") > -1 || InStr(Caps(string(Weapon)), "AVRIL") > -1)
return true;
return false;
}
Code: Select all
if (Pawn(Victim) != None)
{
if (Pawn_EnhancedMonster(Victim) != None)
{
Pawn_EnhancedMonster(Victim).RespondToWeaponEffect(Damage, Victim, Hitlocation, Momentum, DamageType, Instigator, "LVorpal");
}
//We hit a non EnhancedMonster
//Check to make sure it's not Lucifer or Miniboss
if ( InStr(Caps(string(Victim.class)), "LUCIFER") > -1 || InStr(Caps(string(Victim.class)), "BOSS") > -1 || InStr(Caps(string(Victim.class)), "BIOMECHTITAN") > -1 ) //Miniboss Class ==
return;
I'm planning a new ability called "Block Construction," which will replace sandbags. They're around the same size, slightly lower. Same dimensions as from Druid's Loaded Engineer, if you've seen those. I can't code and I'm having trouble compiling what I already have, so I don't know when or even if they will come.reload wrote:It will be impossible to finish some maps now. Monsters already target totems so is this really necessary?
- Satin
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Re: Bug Report Topic / Invasion Discussion
Don't make totem walls transparent to enemy fire... by all means allow monsters to walk through the wall (they do target artefacts as is), but the wall provides a defensive shield of sorts to incoming fire. If Adrenaline is reduced by removal of mega why mess with Vorpal at all ???? You can overdo balance passes you know.
It comes rarely enough that the reduction of gaining adren should be enough to regulate Vorpal.
Vorpal should be a rare and unexpected treat, available on any weapon - just not very often, lets not suck all the fun out of the game. I believe I've had a vorpal weapon like 5 times ever since I've been playing.
I understand the need to balance certain aspects of the game, but if you go ahead with some of the more extreme balances suggested we'll be back to a 'hide & camp' game-play rather than shoot & run, which I thought we were trying to promote.
It comes rarely enough that the reduction of gaining adren should be enough to regulate Vorpal.
Vorpal should be a rare and unexpected treat, available on any weapon - just not very often, lets not suck all the fun out of the game. I believe I've had a vorpal weapon like 5 times ever since I've been playing.
I understand the need to balance certain aspects of the game, but if you go ahead with some of the more extreme balances suggested we'll be back to a 'hide & camp' game-play rather than shoot & run, which I thought we were trying to promote.
- Azarael
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Re: Bug Report Topic / Invasion Discussion
The walls would block attacks but not the passage of the actual monsters or players. As it is, hide and camp is being promoted horrendously by the ability to place walls which block both the monsters themselves and their attacks, while allowing BW weapons to be fired through because of their wall penetration code. This is easymode as well.
- Satin
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Re: Bug Report Topic / Invasion Discussion
Hmm, I always thought the walls blocked fire both ways tbh. I certainly always went through to the other side of the wall to fire. Windows also don't block snipers from firing through them, maybe they should too?
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Re: Bug Report Topic / Invasion Discussion
It's been a while the last time I played but IMO, the invasion'server should need:
Btw, is it possible to have a special artifact ? An artifact who remove negative enchante (really annoying when you get it on the translocator or ev-plasma). Actually you can do it with MWM (80 adrenalines), EMWM (200) or Max Modifier (150) but these one don't work for special weapon as translo & ev-plasma...
- Harder monster (some of the actual monsters are just too easy.. Wonder why pupae etc.. (hard monsters) have been removed.)
- Anti camp or something else to prevent idlers & "olol izi safe point np4me" (I know, some players got some difficulty to kill simple monsters but..)
- Bring back a REAL boss (even the Venom was better than this one.. Nali Sage = just dodge to get easy win). Something like Nali Elder
- Remove all adrenaline (still wonder why maps should need adrenaline pickups if we have adrenaline ability in the titan shop)
Btw, is it possible to have a special artifact ? An artifact who remove negative enchante (really annoying when you get it on the translocator or ev-plasma). Actually you can do it with MWM (80 adrenalines), EMWM (200) or Max Modifier (150) but these one don't work for special weapon as translo & ev-plasma...
- Satin
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Re: Bug Report Topic / Invasion Discussion
I've been asking for removal for neg enchants for those weapon types for ages, no one seems interested. I don't know why those two . Trans & EV just can't have all enhancements positive or negative just turned off entirely, end of problem then.
I wonder if we couldn't have 'random boss' generation, including the faves like venom, pupae, nali elder. So any boss could turn up at any end of wave boss, it would make things less predictable.
I wonder if we couldn't have 'random boss' generation, including the faves like venom, pupae, nali elder. So any boss could turn up at any end of wave boss, it would make things less predictable.
- iRobot
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Re: Bug Report Topic / Invasion Discussion
Removing negative enchantments seems odd. Shouldn't there be a risk involved with enchanting your weapon?
Would it be priced appropriately if it gives 100% benefit with no risk?
Would it be priced appropriately if it gives 100% benefit with no risk?
- Definitelynotjay
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Re: Bug Report Topic / Invasion Discussion
I believe they're referring to the fact that, whilst you can't enchant Ev and trans, they may be spawned randomly with negative enchants, and because you can't enchant anything good, you're stuck with crappy ones.iRobot wrote:Removing negative enchantments seems odd. Shouldn't there be a risk involved with enchanting your weapon?
You see a mouse trap, I see free cheese and a fucking challenge.
They will try to kill you. Kill them back.
They will try to kill you. Kill them back.
- Satin
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Re: Bug Report Topic / Invasion Discussion
That's correct, you spawn with what you spawn with. Certainly in the case of the trans, any enhancement is pretty useless, given what you use it for. It's great fun to have a 'Trans of Slo-mo 4 ' then you can trans about a foot.
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