New NitroVehicles

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iRobot
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Re: New NitroVehicles

Post by iRobot » Mon 20 Aug , 2012 10:24 am

Besides, if your skymine change is functional the same was as your twinbeams, then when the driver swaps to skymine, it'll function the same as a solobender, regardless of whoever is in 3rd seat.

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Azarael
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Re: New NitroVehicles

Post by Azarael » Mon 20 Aug , 2012 5:50 pm

Ah, no, I've realised why iRobot is right.

Hellbender turrets aren't mode exclusive, so the increased fire interval of the primary also affects the secondary fire. The intervals need to be independent.

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iRobot
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Re: New NitroVehicles

Post by iRobot » Mon 20 Aug , 2012 6:02 pm

Thank god.

^^

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Re: New NitroVehicles

Post by iZumo » Mon 20 Aug , 2012 6:10 pm

Ah well actually no, I've used twin beams passenger code, which sees it as no driver = sol, to prevent "dual camps" where 1 player is skymining and the other is in rear gun.

But correct, I think that in such case skymines doesn't have to be nerfed.

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Azarael
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Re: New NitroVehicles

Post by Azarael » Mon 20 Aug , 2012 6:40 pm

The fire rate nerf is excellent provided it doesn't also affect the interval between skymine fire and detonation fire.

Damage reduction should be avoided because it isn't transparent to the users that there is a nerf.

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iRobot
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Re: New NitroVehicles

Post by iRobot » Mon 20 Aug , 2012 6:50 pm

Azarael wrote:Damage reduction should be avoided because it isn't transparent to the users that there is a nerf.
Same could be said for Flak Cannon @ range and Assault Rifle - Minigun I'll let you get away with since its called "Rebalanced"

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Azarael
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Re: New NitroVehicles

Post by Azarael » Mon 20 Aug , 2012 7:12 pm

Indeed, I did say "should be avoided" and the Flak Cannon has a visual effect to indicate its effectiveness loss. In this case the solution of lowering fire rate and fixing delay for detonation is blatantly superior to decreasing damage and retaining the free nature of the Hellbender 2 weapon.

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bOnO
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Re: New NitroVehicles

Post by bOnO » Tue 11 Sep , 2012 1:47 pm

Azarael wrote:Ah, no, I've realised why iRobot is right.

Hellbender turrets aren't mode exclusive, so the increased fire interval of the primary also affects the secondary fire. The intervals need to be independent.
This should really be implemented because you can't really fight a man on foot while in a bender. The bigger interval between two balls is not a problem, if you're a good gunner one shot kills your enemy. But the time required to detonate it is too long and if your opponent is close to the bender you're dead. I know sol benders are irritating but sometimes you don't want to wait 5 minutes in base that noobs accept to go in your bender before leaving...
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...

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iRobot
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Re: New NitroVehicles

Post by iRobot » Tue 11 Sep , 2012 8:49 pm

Can you remove nitro from the Raptor + import the coding used for ramming with Havoc/Venom into the Raptor code?

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HTTP://UPLOAD-IT.THENICAM.CH/upload/201 ... aptor1.zip

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iRobot
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Re: New NitroVehicles

Post by iRobot » Thu 13 Sep , 2012 11:38 am

Any info on this? Raptors having nitro goes completely against the no ramming philosophy.

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