Sammy

ow2 147 wip info

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Ready for testing soon.

You will see a new part to spawn protection. The final two seconds you are still protected with no weapon but visible.

Also was working on the stealth heli today since I wasnt fully happy with it. So one change is that its visual detection radius of enemies will be +50% from the standard heli. Looks good and will see how it goes.

Going to require testing on a live server but for streak activation (rc etc) if the enemy can see you they can shoot you.

EMP will include a 1 second flashbang (without the bang or movement penalty, just the flash) when it goes off. The mine, 2 seconds.

If you have hacker (before you are frozen) and the enemy calls in a defroster you will trick it into defrosting you.

Increased flak jacket protection against cars

Shorter times to hack enemy equipment.

Faster response time for the sam launcher vs the artillery launcher.

More reasonable damage modifiers for feet/hands, which will be 0, and lower legs/arms, which will be a bit less. Headshots are automatic kills in all cases.

Stealth vs explosives. If you walk you are fully protected. If you run they will still see you but at 1/2 their normal detection range. You know... like stealth.

I hope people will no longer complain about getting sam turrets in care packages. So pay attention for enemy SAMs. The strike package will be somewhat stealthy. The decoy will be a 'friendly' to the sam launcher.

 

Edited by Sammy

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Crossbow defroster test as an inventory option. Direct fire and two rounds. So in effect you can have one EMP nade and two of these. Only affects the player hit as a balance for its long range and accuracy. Compared to the standard 'use button' defrost its fire and forget nature allows for safety. So its a choice between a short range throw that might be close enough to get a group or a single highly accurate longer range shot. The vid shows making kills with it but that is for testing only.

On a different note, considering limiting remote defrosting to all primary.secondary weapons. No inventory items. Thought about a 'defroster gun' of sorts. If you want to defrost you must switch to that weapon. Cant use your rifle. It would be pretty interesting but likely too different.

 

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On 30.08.2017 at 9:57 AM, Sammy said:

Ready for testing soon.

You will see a new part to spawn protection. The final two seconds you are still protected with no weapon but visible.

Also was working on the stealth heli today since I wasnt fully happy with it. So one change is that its visual detection radius of enemies will be +50% from the standard heli. Looks good and will see how it goes.

Going to require testing on a live server but for streak activation (rc etc) if the enemy can see you they can shoot you.

EMP will include a 1 second flashbang (without the bang or movement penalty, just the flash) when it goes off. The mine, 2 seconds.

If you have hacker (before you are frozen) and the enemy calls in a defroster you will trick it into defrosting you.

Increased flak jacket protection against cars

Shorter times to hack enemy equipment.

Faster response time for the sam launcher vs the artillery launcher.

More reasonable damage modifiers for feet/hands, which will be 0, and lower legs/arms, which will be a bit less. Headshots are automatic kills in all cases.

Stealth vs explosives. If you walk you are fully protected. If you run they will still see you but at 1/2 their normal detection range. You know... like stealth.

I hope people will no longer complain about getting sam turrets in care packages. So pay attention for enemy SAMs. The strike package will be somewhat stealthy. The decoy will be a 'friendly' to the sam launcher.

 

same stuff    for killing   RC ..))))))

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version 1.47 Stealth perk. A couple changes to make it more in-line with traditional stealth. More or less. If you have it, and walk, you are protected against mines. Such as walking up stairs, through doors or around tight corners.

However if you run it will see you but at 1/2 of its normal detection radius. So its conceivable you could be running with the mine off to one side and still farther than the 1/2 range. I havent added it to the claymore yet but because its detection cone is a lot less it will likely work the same but without the 1/2 range reduction. Maybe 1/4.

Ignore all the debug messages.

 

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A change to secondary weapons.

The full auto G18 moved from specops to sidearms to replace the single shot version. Iron sights and silencer options only. Compared to the way it is now it is being rebalanced as a machine pistol. Meaning somewhere in between an smg and a pistol with different benefits and drawbacks.

Based on the stock versions, high damage at very close range but the lowest damage in the game at farther ranges. Damage-range ratio drops off very fast. High fire rate. High recoil. Etc etc. So if you want it along with your saritch or m21, instead of say a P99, you trade several things to get a fast firing machine pistol.

With the G18 moved, going to restore the Skorpion with a newer view model. That will require another model asset but another thing I am going to do is remove the four custom viewhands to use those slots for other things. The originals will be restored but with better textures.

Have an additional pistol option in mind but needs further testing to see how it works in-game.

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For a secondary weapon addition, first tests of a hand held rocket gun are successful.  Somewhat similar in concept to the rocket gun out of the 60's once used as a prop in a James Bond movie.

Fires a small rocket propelled explosive projectile instead of a bullet. Slow rof. ATM 1 round per second for testing. Ammo and magazine counts will probably be similar to the magnum. Being a small projectile, explosive radius and force is small. It also trades explosive force and less impact damage. The impact will hurt but its not a tube insta-kill. As a projectile, there is an 'activation' distance. If too close, there will be impact damage but no explosion. It will be fast but still has a travel time and not the instant hit of a bullet weapon. It will destabilize after a distance. There is a short-lived projectile trail. So when you fire it, enemies close by will see the direction it came from if they are paying attention.

Going to take some careful balancing to make sure its not too good nor too weak. Its a sidearm not an rpg. For one, its not very useful at very close range since it wont activate in time, impact damage is small and rof is slow. So probably not the best weapon if you primarily go room to room. Some people lead first with a tube to get the impact kill but that wont work here. And no, there will not be a full-auto rocket gun. :lol:

Will upload a test vid tomorrow. Still working out some quirks. But feel free to leave opinions.

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On 11/9/2017 at 3:37 AM, Sammy said:

For a secondary weapon addition, first tests of a hand held rocket gun are successful.  Somewhat similar in concept to the rocket gun out of the 60's once used as a prop in a James Bond movie.

Fires a small rocket propelled explosive projectile instead of a bullet. Slow rof. ATM 1 round per second for testing. Ammo and magazine counts will probably be similar to the magnum. Being a small projectile, explosive radius and force is small. It also trades explosive force and less impact damage. The impact will hurt but its not a tube insta-kill. As a projectile, there is an 'activation'

in the last battlefield didnt they have a teeny tiny pistol you could unlock?    thought of that while reading the above, thought it be kind of funny to have a little gun, little missle, BIG BANG.

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No, this wont be a tube or rpg in a pistol. Since the projectile is very small its explosive punch will be as well. If you want to do damage you still have to land a hit on the target very close.

For the demo its power is still relatively large for testing. Slow RoF. Low ammo count.  There is travel time, like all rockets, so if you like to hop around and spam you would still be better off with a normal pistol. The model looks off because there is something wrong with the specular file.

Oh and the primary is the lsat. Replaces the hbar. It will have the stats of the m60. So the class will have the saw, rpd and lsat.

 

edited: grammar mistake.

Edited by Sammy

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cant wait!

On 11/13/2017 at 7:14 PM, Sammy said:

Had an interesting thought while checking out things in the server. Sometimes I think of different options for a future project maybe. One of them is requiring ADS to remote defrost anybody. :devil:

we tlkded about something like this in the server...i was wondering can u drop a nuke defroster? i think that would be a sweet add...imagine 2 players unfrozen one of them drops the nuke defroster on teammates and kills enemies at same time...would be a fuckin awesome twist

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No changes were made to how helis look for players. Just added exceptions for player to ignore. Stealth, range, and things like that. What matters is whether or not it can see %50 if your body (I think its 50). However, there is also the possibility that the mapper neglected to put up a solid ceiling when looking from the outside. If so, it wont block heli scans or anything else.

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17 hours ago, Sammy said:

 

No, this wont be a tube or rpg in a pistol. Since the projectile is very small its explosive punch will be as well. If you want to do damage you still have to land a hit on the target very close.

For the demo its power is still relatively large for testing. Slow RoF. Low ammo count.  There is travel time, like all rockets, so if you like to hop around and spam you would still be better off with a normal pistol. The model looks off because there is something wrong with the specular file.

Oh and the primary is the lsat. Replaces the hbar. It will have the stats of the m60. So the class will have the saw, rpd and lsat.

 

edited: grammar mistake.

 

AN EXPLOSIVE SHOOTING SIDEARM?!!! WHAAAAAT!  

 

THIS IS AWESOMEZ!!

 

 

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