Sammy

ow2 147 wip info

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Experimenting with an additional primary nade option. Basically a semtex that explodes on contact. On first glance it seems unbalanced so thinking that the balance will first be less power. Also, consider it heavier so it takes a little bit longer to throw and wont go as far. Would this be a good addition? And of course if you throw it too close, kaboom.

 

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i think the semtex  should stay how they are  in the video you just made them feel like the regular  nade

but if you add another type of nade  from semtex  that we can choose  like proximity semtex  you toss them they stick and when enemy walks by it  it goes boom

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Ok this should maybe move people from a certain other thread to provoke discussion.

After long term viewing of gameplay, careful consideration, opinion, and requests the RC-XD will be split into two. One explosive the other defroster. Makes the defroster part consistent with the other streaks. Both will have a kill requirement of three. So you must choose one or the other. Unless you die and change your loadout and earn another award in a different slot.

Thus far the balances will be:

RC-XD: No defrost of course and normal speed. Maybe x1.5. Not the current speed demon. That will require game play testing to see how it goes. Dont want a nerfed car.

RC-Defrost: No manual trigger since no explosives and lasts until the timer is out or it is destroyed. Because it cannot defend itself it will maintain its current fast speed and be somewhat stealthy in terms of quietness and visibility by sentryguns. More health since enemies can move in close without fear of death and shoot it while its defrosting.

Both are still affected by EMP + CM mine the same. No change to climbing or jumping. Will be interesting to see which players want which streak. Defrost your team. Or make a kill.

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By request, at the end of the game the stats will show who killed you the most as your 'nemesis'. It will also show who is the 'best' nemesis so to speak and the victim. Just one more reason for everyone to bitch at people when the match is over.  :lol:

nemesis.thumb.jpg.a676f51881f5e6c1a92d118fe773d7c2.jpg

In the stats, I was killed by bot 11. So it is my personal nemesis. I was actually killed twice by two different bots (1 each) so one was chosen at random. For the right hand side it shows bot 16 as the victim of the best nemesis, three kills by me. All my other victims were two or less. Next is to test it all out on a live server. Also to see who is the biggest bitcher. I tried things like "name (5 kills )" but it seemed too cluttered and doesnt really add anything.

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@Sammy, so if you're the last one alive they can see you in the remaining two seconds of your spawn protection start spamming you until you become visible. Are you trying to promote hiding while in spawn protection? 

The explosive RCXD won't get disabled from EMP betties just slowed down, right? The defrosting RCXD won't be effected by EMPs or EMP betties, balanced right? You can still shoot both. 

Headshots no matter from what distance, should kill you correct? I don't wear body armor or flak jackets but I have noticed some times I can take a lot of hits and not die. Usually happens after I have thrown an EMP or started defrosting someone. I mean my screen is red, the other player is around the corner, not end of the map and I can turn around and kill them. 

 

Edited by iboomboom

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We will see how it plays out. From what I remember, spamming was only a real problem in the past because you got hit icons spamming through buildings or at the enemy spawn against protected enemies. It isnt to promote hiding. It is to promote evading (however you choose to do it) instead using it to shoot enemies that have no defense against you or even the opportunity to run.  Especially with that 'snap raise' trick that exploits the timer more people are using. There is no way to prevent that from happening but your enemy will have a chance to defend. Its currently two seconds but that might end up being too long.

For the car and emp/mines they will behave as they do now.

Yes headshots are automatic kills regardless of armor, distance or weapon. The balance is reducing damage done to lower arms/legs/hands/feet. Lethal damage vs flesh wounds. And no I dont mean flesh wounds according to the black knight. Tho I remember someone asking me if it were possible to make it so players in last stand could bite the legs off enemies. But that would be silly.

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by the way I currently have recordings of getting headshots but no kills. In case you wanted to study the scenario.

So no more shooting someone's foot across the map and getting a kill. Are you trying to make this game more realistic? 

Biting the enemy's leg, makes me think of @Unchileno

What if when we run out of ammo, we can throw our weapons and punch the enemy to death? running around weapon less and punching people. 

Edited by iboomboom

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I know the problem. Fixed.

Realistic? In a game called freezetag? Not at all. Otherwise there is so much more I could do. No spawn protection.  If you throw out a 1/2 empty mag you lose it instead of it going into reserve. No always-on minimap. Oh and cutting off the legs of bunny hoppers. So to speak.  :lol:

Just a matter of fairness. In a typical tdm game if you die because your foot gets shot off no big deal. You just respawn. But in ftag you have to sit there until hopefully someone defrosts you if at all. Or... if you are the last player on the team should you lose the round, and perhaps the game, because your foot gets shot? That's a lame way to lose. But if you lose because of a single headshot you can say well-done to the shooter.

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On 10/17/2017 at 12:37 PM, google said:

I'm still waiting..  hardwired  and  stealth   not the same  perk   ....  because of this   refused to play for almost 2 years   I ask to much  ??        I'm still waiting

Google,

 we miss you and all, but if this has kept you away for TWO YEARS then maybe you shouldn't bother with it anymore... just sayin

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Hi guys and gals.

OW2 147b2 up and running with a stock rotation. pwd is sammy while I make sure as many kinks as possible are worked out. Download size is pretty much the same as 146. Later I will set up an external download so you can get it outside of the game and install the files yourselves if preferred. Gametype is freezetag however if everyone wants to do tdm for it right now let me know.

Big pdf attached if you want to read through a bunch of shit.

Redirect seems to work ok tho a couple times I had to disconnect and delete the .tmp files from the mod folder when it tried to download an already completed file again. Happened a lot on previous mods also so this was to be expected.

Its a different mod and folder name so will not affect the main server files. Also, you cannot transfer your mod profile since many things are written to it differently.

 162.248.95.159:28960

ow2_1_47_preview.pdf

 

edit: removed password

Edited by Sammy

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Spawn protection isnt working after first spawn. I know the problem and its fixed here. Will upload tomorrow after I get home from work and can check out a few more things first. EMP flare isnt working.  A few config names were changed and not accounted for. Still various 'debug' messages.

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Questions:

Regarding the RC changes, you said you had requests for this. I am willing to try it but not crazy about the idea. Just curious, how many people does it take to request something to make it happen?

As far as the spawn changes, what is the reason for changing this? I don't get the reasoning behind the change.

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I didnt do it simply because of discussions when it came to the right game balance. It was also to make it consistent with other weapons.

The spawn change was done out of fairness to give others a chance to defend themselves against people that pop out of spawn protection and shoot within a split second. Typically, the time to raise your weapon would do this but more people use the insta-raise trick and its unfair to others. Especially those that cant or dont use tricks to exploit the game.

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is the gernade launcher hair suppose to be on every  gun and smaw and pistol?..is it becuz i chose grenador? i dnt like that part but that pistol is fuckin fun cant wait to blow a fucker up with it :)

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2 hours ago, Sammy said:

I didnt do it simply because of discussions when it came to the right game balance. It was also to make it consistent with other weapons.

The spawn change was done out of fairness to give others a chance to defend themselves against people that pop out of spawn protection and shoot within a split second. Typically, the time to raise your weapon would do this but more people use the insta-raise trick and its unfair to others. Especially those that cant or dont use tricks to exploit the game.

so basically when you're coming out of spawn protection, just hide and make sure no one sees you or waits you out for your spawn protection to wear off. I think 2 seconds is too much, may be make it 500 msec. Some people can play with a high mouse sensitivity so when they are moving around shooting people, they look like shooting without even looking in your direction. Is that an unfair advantage in your opinion?

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No the crosshair shouldnt be there. Thx. Still working out settings.

As or the mouse thing no. Thats just a difference in computer equipment. No different than so-called sound whores that simply have better speakers and such. Not even like people that put a red sticky dot on their screen.  None however use tricks to exploit the game (imo little different than those exploiting the distance foliage trick or even macros). Cant do anything to prevent them it just adds a little bit of vulnerability for an instant. Yea two seconds might be too long in a fast game. Will see how it goes and likely go with one second.

For the spamming issue you brought up going to try a quick flash 'view shift' that doesnt damage the shooter or do anything with the weapon just messes up the view for a second. The visual effect is sort of like double-vision.  The only players that would even see this are those that try and spam someone that suddenly pops in front of them.

 

edit: crosshairs should now be off

edit: killstreak 'clone' now off

Edited by Sammy

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