It's intentional to prevent dual seat camps (rear gun is nerfed as if there was 1 passenger).PALADIN wrote:Was that a lag or its a bug?
I noted that when there is two gunners in a bender but no driver tweanbeam knockback is 10% like with one gunner only. It should be 65% like when there is a driver and a gunner because there is a situations when driver needs to temporary change seat to stombo to heal rear gunner to defend their bender from opponents attack and the tweanbeams knockback should be still 65% for two players in bender whetever there is driver or stomber in pair with rear gunner.
So, the question is was that just a lag when I was tweanbeams gunner and my driver switched to stombo to help me defend our bender and my knockback was 10% or thats a bug so stomber does not counted as a player when there is no driver ATM?
That should be fixed if bug. Or maybe optimized if lags can cause such situation.
I've probably forgot to set them to be invisible when first person view is on. Will look on it.PALADIN wrote:Another bug with Cicada (its there already few monthes):
Cicada have two nozzle fires in its front (to hold its head in the air if you are interesting in its technical logics because turbines holds only its back). Since some update few months ago that fires became visible from first person view (that I prefer most of the situations for Cicada and Raptor). Fix that pls, that should be easy (but dont remove them completly, they are still should be by the reason of realism).
That's what hellbender sidegun is for.Takeo wrote:what would you think of giving the driver of the hellbender the secondaryfire of the iontank (maybe a weaker way of it) to kill the enemies just next to the bender or at least push them away
We have gunners for that. Also the wheel simulator is too lame.Takeo wrote:adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
I've actually implemented velocity inheritance for scorpions. Projectile has limit for it's maximum speed, yes, however benders side gun projectiles are not inheriting velocity at all. I'm half unsure however if benders sidegun should also inherit velocity for gameplay reasons (let rear gunner to handle the people on track ahead of you or slow down).PALADIN wrote:Another few ideas suggestion for Izumo.
Hellbenders weaponry
Stombo speed (gameplayerelevant physics)
As I understand, stombo spheres vector is defaultly calculated as (gun_direction+default_speed)+bender_vector, so when you drive at usual speeds spheres launched relatively to bender. If you shoot left or right side, they will fly runaway from bender, but fly in parallel with it movement; if you shoot front, they will runahead bender and when you shoot back at highspeed they will slow behind (while actually still moving forward but slower than bender because bender move_front vector is larger than spheres move_back vector and spheres speed will be bender_speed-spheres_speed).
But! As we can see spheres must be have some topspeed limit, so when we drive benders on nitro speeds while trying to shoot front spheres do not actually fly front as they do at lowspeeds (as they should because its bender_speed+spheres_speed) but hitting the bender (and actually slows it down a bit). So I consider there is some limit for them in native code.
I suggest to increase that limit. Maybe just double it or remove completely.
So shooting spheres can be possible at any speeds and spheres launched forward will runahead bender relatively_equal at any speed. For example when it stands still they fly 5 meters per second away from bender and when it moves fast they fly 5 meters per second away from bender too (while they actual speed will be bender speed + that 5 meters per second).
PS: I understand that programmers got the idea from one sentence, I wrote here so many descriptions to explain everything to everyone. I hope its clear enough.
I don't think this in particular is necessary, because it is used on short ranges where you can see which team the bender is on.PALADIN wrote:Stombo color (gameplayrelevant deco)
Ok, tweanbeams was painted to team colors and that became useful advantage.
Now I want to suggest (again) to paint stombo spheres and beams for red teams too (in light redpink, cause blues have light blueviolet).
Maybe at the cost of fire rate. But very little amount of people doesn't actually use combos.PALADIN wrote:Next idea:
Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
Perhaps for "Derby scorpions" (those having a bigger velocity threshold to charge nitro) this would work well, although it would be a bit of ehm (if you full nitro and do full brake, you should have less nitro).PALADIN wrote:Another idea: add recuperative accumulation for the nitro. When driver press brakes (S button, not handbrake), nitro gains additional charge, like hybrid cars IRL.
Anyway so far in Version 8 Patch 10 I have this (it's a bit hastened because there will be support for ONS):
- ONS variants for the vehicles
- Quantum deals fixed damage of 60 to people on foot and the actual vehicles (drivers still get 16 / 26 for Derby variant)
- fixed netcode issue (state variable for steering was integrated on clients)
- vehicle remains shielded if you leave driver position
- added EMP scorpion (at the cost of 60% nitro you can shoot other scorp, which will be EMPed for 6.5 seconds; this firemode deals no damage)
- some minor changes & fixes