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Re: New NitroVehicles

Posted: Sun 13 Nov , 2011 7:37 pm
by iZumo
Allright:
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.
It's intentional to prevent dual seat camps (rear gun is nerfed as if there was 1 passenger).
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).
I've probably forgot to set them to be invisible when first person view is on. Will look on it.
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
That's what hellbender sidegun is for.
Takeo wrote:adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
We have gunners for that. Also the wheel simulator is too lame.

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'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: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).
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:Next idea:
Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
Maybe at the cost of fire rate. But very little amount of people doesn't actually use combos.
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.
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).

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

Re: New NitroVehicles

Posted: Sun 13 Nov , 2011 10:41 pm
by PALADIN
Izumo_CZ wrote:
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).
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.s
It is cause at many maps we cant see who is spamming it behind the edge or behind the ramp and we turn shield wasting it if that was a teammate afterall.
Izumo_CZ wrote:
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.
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).
Sure it should not recover it 1to1, I think breaking from full nitrous speed should give 25 or 33 percents at all.
Izumo_CZ wrote:- added EMP scorpion (at the cost of 60% nitro you can shoot other scorp, which will be EMPed for 5 seconds; this firemode deals no damage)
Too long, make it 2.5 seconds.

Re: New NitroVehicles

Posted: Sun 13 Nov , 2011 11:59 pm
by iZumo
PALADIN wrote: It is cause at many maps we cant see who is spamming it behind the edge or behind the ramp and we turn shield wasting it if that was a teammate afterall.
That's true.
PALADIN wrote:Too long, make it 2.5 seconds.
Well I put 5 seconds so it pays off to EMP somebody (at the nitro cost).

Re: New NitroVehicles

Posted: Mon 14 Nov , 2011 10:52 am
by Meep
It would be interesting if there was some kind of nitro penalty for being the furthest along an objective route, allowing people the possibility of catching up, though GL trying to code that one. Kind of like DRS in an F1 race.

Currently after the carnage outside the base, it's luck of the draw who makes it though and out first. If someone gets lucky, 9 times out of 10 you won't catch them.

Also don't know if its normal but nitro seems to make the cars go into derp mode where the slightest turn makes it spin wildly out of control.

Finally, when an objective is complete, you can teleport back to base - however this leaves all the vehicles behind then sometimes you have none in base. Would it be difficult to make it so when you teleport back, the vehicle comes with you to the spawn point? I can't think of any maps this would be an issue on, but it is early in the morning.

Re: New NitroVehicles

Posted: Mon 14 Nov , 2011 10:59 am
by PALADIN
This could be done by checking the distance between each car and objective. But as route are not straight and many objectives is close to spawn thats almost impossible except adding waypoints to all maps.
I think nobody will do this. Too complicated.

Re: New NitroVehicles

Posted: Sat 04 Feb , 2012 3:42 pm
by iZumo
Nitro Vehicle 8 Patch 11

This update became a bit hastened (to fix some issues) - several things were postponed (EMP fix, Bender side gun colored):

Bugfixes:
- Teamwork benders: Jumpcharge slightly reduced
- Steering netcode reverted, old was working better and new can create pseudorandom behaviour
- Flipped vehicle no longer take supreme damage (Health * Damage Type Vehicle Modifier)
- fixed EMPing flying craft
- fixed weapon not ceasing to fire when being EMPed
- Venom: weapons can be selected with numbers as well
- Venom: turn rate PD controller parameters increased from 600/5000 to 1800/14000
- Raptor/Cicada: no longer base for pawns
- Toilets: trailers removed

Changes:
- Solobender nitro charge penalty increased to 50% (was 40%)
- Merged with ONS version
- Added unarmed scorpions with shield (2 15s shields against bombers)
- 2 more easteregg vehicles

Re: New NitroVehicles

Posted: Sat 04 Feb , 2012 6:30 pm
by Azarael
Delightful.

Re: New NitroVehicles

Posted: Sat 04 Feb , 2012 7:50 pm
by iRobot
- Solobender nitro charge penalty increased to 50% (was 40%)
Should be zip, zero, zilch. No nitro if sol. 2 bad.

Re: New NitroVehicles

Posted: Sun 05 Feb , 2012 1:00 am
by BOfH
Izumo_CZ wrote: - Solobender nitro charge penalty increased to 50% (was 40%)
Why not lowered to 30%?

Re: New NitroVehicles

Posted: Mon 20 Feb , 2012 8:34 pm
by iZumo
Nitro Vehicle 8 Patch 12

Bugfixes:
- empty vehicles will not toggle air control when in air
- reverted friction hack on wheeled vehicles
- several code improvements
- admin venom / raptor has scanner
- fixed Quantum gun mount

Changes:
- TWB has no more twin beam teamkillers
- Quantum / EMP gun rotation is instant
- vehicle gets 4.5 recovery shield after being EMPed (during which it cannot fire)
- EMP fire cost slightly reduced
- added a TWB version against bombers (5 shields, no jump, air control)
- added unarmed Hellbender
- one easter egg vehicle improved