New NitroVehicles

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iZumo
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Re: New NitroVehicles

Post by iZumo » Fri 16 Sep , 2011 7:06 pm

Yeah, 100% is original settings. The Patch 8 is online on server #2, you can try there. Also to check that the settings is applied, type "NVDebug" into console, last 3 lines show current user settings applied on the vehicle.

You can also use console commands to set user settings for the current vehicle only (reset on reentering):
SetUserSteering #value
SetUserBraking #value
SetUserBouncing #value

iZumo
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Re: New NitroVehicles

Post by iZumo » Sun 09 Oct , 2011 5:58 pm

Nitro Vehicles 8 Patch 9
- fixed scorpion gun mount
- quantum damage to driver is fixed on the damage area (16 for normal and 24 for derby version to another scorp)
- shield increased from 4s to 5s (15s for derby scorps remains)
- anticamp shock scorp shield increased to 8s
- anticamp shock scorp eats 15% nitro charge to fire
- tweaked UI a bit:
-> repair amount is displayed above repair icon
-> shield length is diplayed above shield icon, activated shield has remaining time displayed

LDG Plane (Dragonfly)
- reduxed physics
- added stabilizer
- bomb speed increased by 100%
- added reverse move
- movement keys adjusted (moving front / back toggle speed integrally, strafing left / right toggle banking)
- spectator has free camera view

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PALADIN
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Re: New NitroVehicles

Post by PALADIN » Mon 10 Oct , 2011 8:42 am

rofl at reverse move, rename it to Harrier
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.

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PALADIN
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Re: New NitroVehicles

Post by PALADIN » Fri 14 Oct , 2011 8:58 am

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.


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).
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.

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blOb
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Re: New NitroVehicles

Post by blOb » Fri 14 Oct , 2011 3:00 pm

Random idea for benders...

An extra option like nitro/shield but when you press it it gives your bender like 500% knockback for around 5 secs or a specific number of shots? =)

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Takeo
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Re: New NitroVehicles

Post by Takeo » Fri 14 Oct , 2011 3:17 pm

i think its a good idea in general but...
1. 500% is way too much :) maybe 130%
2. only while holding nitro ;)
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Azarael
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Re: New NitroVehicles

Post by Azarael » Fri 14 Oct , 2011 3:21 pm

I considered adding additional powerups when I came up with the idea of adding repair and shielding, and a few members came up with some suggestions, but I ended up leaving them out. If you can think of a way to add more abilities to the benders to create a bit more depth, then let's brainstorm some stuff.

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PALADIN
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Re: New NitroVehicles

Post by PALADIN » Fri 14 Oct , 2011 6:47 pm

Add mutato to IonTank for 5 seconds, slow but ultimate.
//thats a joke actually
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.

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Takeo
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Re: New NitroVehicles

Post by Takeo » Fri 14 Oct , 2011 10:54 pm

PALADIN wrote:Add mutato to IonTank for 5 seconds, slow but ultimate.
//thats a joke actually
ye, i already see us in "Transformers - Revenge of the Hellbenders" :>

speaking of the iontank... a real suggestion: 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
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Azarael
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Re: New NitroVehicles

Post by Azarael » Fri 14 Oct , 2011 11:23 pm

At the cost of energy, that could be nice.

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