wormbo • PM |
Jan 29, 2011 1:22 PM
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Wormbo
![]() Posts: 48 |
Actor Classes Browser: Don't show placeable only, find the Mino class, right-click->edit defaults, find Health, change it.
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vk__ • PM |
Jan 29, 2011 1:24 PM
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VK!*
![]() Posts: 460 |
Thx! I will try it out=) New for me
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vk__ • PM |
Jan 29, 2011 2:05 PM
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VK!*
![]() Posts: 460 |
I found it, but i see nothing to change the health. Lots of other things.
What is the name of the class inside properties? |
pegasus_ • PM |
Jan 29, 2011 3:09 PM
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Non-member
![]() Posts: 234 |
You know, a few days ago, I witnessed a verbal back n' forth between some mino prima donnas over at the omnis' msg board about who was the l33test, most beloved driver or whatnot. Even though to me the whole debate seemed absurd since using the mino is pretty much a skill-less affair (just try to stay a bit away from any hostiles and spam like crazy), I got to thinking how anyone could approach the problem of "adding some skill" to that vec in order to make it less imbalanced against everything else. My working guideline was that it shouldn't be a huge departure from what everyone knows the mino to be (i.e. introduce a completely new attack method into it, or change it fundamentally), but just try to add some cost-payback balancing system to reduce the huge outcome that any mino shot usually brings.
What I concluded would probably work well with most ppl is a mino shell strength meter that builds up from 0 after each shot and removing one turret as well (mino has way too many defenses what with the 2000hp, its speed, the usual healers behind it AND the 2 turrets). So keep the 2000hp and the tank's speed, but as a driver, you'd now know you have somewhat inferior defenses and you also need to scale back the spamming if you want the shots to do as much damage as before. For immediate return fire what you get should be no stronger or "splashier" than a regular goliath's shot, 300hp (350 tops) and 220UUs or however much it is. On the other hand, if you want to take a group of ppl that all arrived to a new node en masse in their fancy vecs, you'll have to wait 6-7 secs for the meter to fully charge and then you can pummel their asses from afar with the full blast and radius. So yeah, variable blast damage and radius depending on a charching meter. As for the turrets, like I said, I think having 3 ppl in a tank is too much firepower (firetank's the only other example I can think of, but that one's 2nd seat is much less useful), so it'd make sense to bring it back to 2. Retain the zappers (their improper use is, after all, of strategic importance to the other team), boost their power by just a bit (normal omnitaur has 225hp per sec for minigun, 125hp per sec for lasers), say, up to 175hp per sec and maybe remove the coloured laser plumes to help bridge the gap. And that's it; save, print, done. Obviously, this would be a bit tricky for first time coder VK to pull off, but if enough ppl think this sounds like a good way to go, perhaps we could get a more experienced modder to do this for us and use it as a more general TechCom standard or something, who knows. Anyways, that's all for now, I'm off to go see The King's Speech - laters! |
foibos • PM |
Jan 30, 2011 5:41 PM
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Foibos
![]() Posts: 551 |
Logs: http://sharetext.org/DPG There is excess of weaponry, but it's just an opinion. Only few players are using the turrets in Reichstag corner towers. Check out the special "remote" turret on this map: http://www.filefront.com/17410525/ONS-MinusTankMeUp-Kamek-V5a.zip/ But with that bunch of tanks it isn't necessary anyway.
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pegasus_ • PM |
Jan 31, 2011 12:18 PM
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Non-member
![]() Posts: 234 |
pegasus_ wrote:Actually, never mind, I did myself. |
foibos • PM |
Feb 02, 2011 4:59 PM
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Foibos
![]() Posts: 551 |
There are old Hammerheads? Not the current V4? They turn into Raptor when destroyed. More logs: http://sharetext.org/EBP The chopper is way too crazy.
Last edited by: foibos Feb 02, 2011 5:17 PM
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kentaro • PM |
Feb 03, 2011 5:25 AM
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Kentaro
![]() Posts: 205 |
When i saw the first screenshots of the Reichstag, i thought it would be something like foot battle inside it.
I've tested it offline, and i'm disapointed to see it's one more TMU map. In fact the Reichstag represents some of 1/50 of the map, the 49/50 are a remake of destroy city maps ! Although it seems to be as spammy as your old maps, maybe the gameplay is interresting... some questions for you: -can a player on foot make something, or just being killed by any vehicule? -is a comeback possible? Anyway, the map is nice built, like always ![]() Kent' |
vk__ • PM |
Feb 03, 2011 11:23 AM
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VK!*
![]() Posts: 460 |
Foib, i'l add the today and remove the helicopter, can u send me the files from the old ppc tank? And i will re-see the vehicle layout.
Ken, U thought it was going to be inside (no idea why that you think that:p) I guess u played b1 or b2? I decided in this map to go outdoor, to make not only u and others happy but also the tank-addicted whore:p. Now everyone can choose wich map they like. Is it sektor9-spam or sektor8-7 team based, maybe close combat playground? And now an TMU map. 1/50 is a bit to low call it 10/50. Player on foot has more chance to stay alive, 5/10 instead of 1/10 in minus. Because of many hidden supernukes/not flat ground/interiors and turrets. Comeback is possible, with a little team work ofcourse. But several comeback has already occured. ^^
Last edited by: vk__ Feb 03, 2011 11:31 AM
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vk__ • PM |
Feb 03, 2011 12:17 PM
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VK!*
![]() Posts: 460 |
http://www.mediafire.com/?aq0b394uob8dm96
Reichstag reached out beta fase. Here is V1 version. Or press below =p What follow's are edits. |