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Sammy

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Everything posted by Sammy

  1. Ok yea the raygun is messed up. Has some wrong settings. Currently its now doing the correct damage here but its not registering the proper hit locations. It should. So likely another setting. Just dont know which. How exactly do you get it? Right now I am just putting test weapons into the regular progression scheme. edit: Personally, I think the raygun is a waste and should be removed for something else. The Tesla gun is much better.
  2. I get continuous downloads sometimes as well on maps and say fuck it and download manually. I hate that map anyways. Downloads fine for a minute. Then stops and restarts slooooooooow.
  3. Yup there is a minigun. By default one of the weapon upgrades for the heavygunner class. Overpowered with the loc modifiers. The standard Hell Zombies wave was a cake walk. But the balance is that you cannot go ADS nor can you run with it. Also couldnt restore ammo via purchase but by default you get 750 rounds to start (250 + 500). I dont have a staff weapon model or anims.
  4. That one is fun but problematic atm because of all the exploding damage. I am told people wouldnt last long especially on smaller maps. However, as posted earlier, head shots will soon keep them from hurting. Hard to do because of their size and because they twist and turn alot. But should help quite a bit.
  5. Deep thoughts..... Yea I have had all the source code and assets for awhile. Just never had time to look at them. But I wasnt really interested in playing it either at the time. Looks like there are things compiled in that I havent seen here. Maybe others have. Maybe a bo minigun. The assets seem to be there. Also a crossbow. If its not used, but there, a no-reload minigun might make for an interesting high value prestige item to buy instead of a sentrygun. Has anyone seen this here as an option? Maybe part of the heavygunner weapon upgrades? There may have to be a limitation so you cant have both at the same time for balance. But the item cost alone might make that unlikely. Could also do with a grenade launcher. I remember seeing that as an AR attachment but could never figure out how to use it. Currently just working on script changes since those can be done with simple uploads that dont require redownloading all the assets. But if map compatibility isnt good, due to assets, then I will see what I can do. That will require a mod recompile. Know of any that no longer work that did before so I can try them and find out why? I agree it should be fun and full of mayhem. Of course 'realism' doesnt apply since there is no such thing. It would be impossible to win. The goal is not to simply 'nerf' the DE. But to make all the others much more valuable for variety. The DE, as is, does promote aiming which is good. Using it all the time gets old. However simply lowering health / increasing damage everywhere would just promote heavy spraying. So the hit locations are meant to be the same kind of idea. Full auto weapons but also promoting aiming with extra damage to upper torso and the head. Try the SMGs and see how they work. Also non DE pistols and headshots for CQ. The rotu DE by default is supposed to have a 2-round mag but do very high damage. Basically guarantee a one shot one kill for most things. Or at worst two or three for the hell zombies. I can see that as a rocket launcher item but not a sidearm. Bumping up the mag and ammo size was a quick adjustment because of all the extra zombies added to keep it fair.
  6. I will look at the raygun when I get a chance. I dont know yet how the third category is opened. Maybe prestige. As for primaries, running through the testing there are good weapons currently not in the online list I think. I tend to stop at the FN2000 here. With the location modifiers hip firing the AK works very well. On bigger maps even high powered sniper rifles are pretty good for long distance with a good shot. Use a side arm for close combat and go for head shots. I dont know if that one is included. But if so might try making it no sway. My guess, if the primaries were good then you might spend a few more point on those than sentryguns. At least until you get the top weapon. Should be working online now, and might actually be too powerful not sure, but destroy the crawlers with explosives. They wont spout gas. Since they are slow it might be too easy tho on the special crawler round if everyone buys c4. Especially because there is a reload bug with the engineer packs. Already asked about that and it will be fixed. Shooting them generates a %30 chance they will do the gas. Might make it so explosives reduce that to %10. Just to there is a possibility it will happen. Will require testing with more players and different maps. Anyways, will post more but gotta go do things. edit: I dont think I uploaded it last night but another thing trying out is that if you destroy any of the flaming zombies with a head shot.... not just damage but destroy... it will still explode but wont do damage. Or similar to the crawlers might just do something like reduce range by 1/2 so they still do something. Hard to do. Especially the dogs. Like the old cliche from every zombie movie ever made, put them down with a headshot. Otherwise they keep coming.
  7. For the lady on the go.
  8. Even better. Compare a video game to a TV show.
  9. I dont see avast on that big list of his. Dunno if that means they didnt find anything, or if they didnt look.
  10. I forgot, you can change classes at any time for 5000 points. Maybe their abilities should be beefed up a little? To promote class changes? On crawler rounds get the class with the gas protection. Assuming you unlocked it. Also, what are the third category of special abilities? Mine are always 'none'. Is it just there? edit: To keep it simple and not a big change, trying out an additional check for the crawlers. If they are destroyed by explosives dont do the gas. Only from the random checks from bullet damage. On those rounds it makes claymores and C4 more useful.
  11. As I said, you are talking about a real world weapon in a real world environment. Not the stats designed to fill a specific role within the game. This kind of arcade game anyways. The weapon model here is just for looks. They easily could have switched the models and it would have no effect on the game. They chose. Things like trajectories and such are way outside the realm of this game. I assume other games like BF refer to that as 'gravity drop'. However I dont know if that only applies to snipers so as to keep it from getting overly complicated. The only cod4 mod I saw where gravity plays a role is paintball. But that is because those little paint balls are, as far as the game as concerned, tubes.
  12. Yea the idea is to balance the weapons out. Make the others useful. Things like recoil vs power like in the regular game. There is too much reliance on the DE and semi-auto shotgun. They are better than most primaries. Probably would be good to start looking at upgrade progression again. Weaker weapons to better ones etc. That is PoV because everyone has their own idea of which weapons are better than the others. I pay the 6500 for an M16 but as-is I dont see it as an 'upgrade'. The 4x head shots at range might change that however due to the accuracy. On the other hand the AK is very good at hip fire. Either that or make primary+secondary weapon purchases totally random for the class. Might be a P90. Might be an M4. Add to the uncertainly that goes with the apocalypse. Lots of different possibilities depending on what works. The DE, as designed for this mod, is shooting a round maybe 8 times as powerful as an lmg. So the balance was the mag only held two rounds. The bumped up mag size was to give you a little bit of a chance. Or just so you think you are getting somewhere. The exploding zombies can be tough also. Hopefully with the location modifiers it will make it easier to get them at a distance. Of course any time balances are messed around with like this it will take experimentation to find the right mix. It should be challenging but not impossible. The crawlers are just too much especially on CQ maps. Im not sure but its possible explosives will already keep them from spouting gas. I never tried. Or is it just random. In which case I suppose the thing to do is a reminder at the beginning of the wave to treat it as a frag fest. Also, the big zombies can only be visualy shot in the legs and maybe lower torso... game limitation. Not sure if everyone knows that. New players would have to figure that out.
  13. Hi guys..... Made a couple additions this week to ROTU. Going to be playing around with it some to make it more interesting and add some more variation. See what works well and what does not. After playing the game I see too much reliance on the DE. Admittedly my favorite weapon. Rugger tells me that the mag count was bumped way up from the normal 2 rounds because the number of zombies at any one time was increased also to increase the mayhem. But due to its high damage it is very over powered for what it is. However all the other primary weapons just dont do enough damage to handle all the extra zombies. Especially the more powerful ones. So to start, added location modifiers to make it more 'zombie' like. Hits to the arms and legs only do 1/2 damage. Hits to the lower torso / pelvis do normal damage. However upper torso / chest hits do double damage. Headshots do four times damage. So aim for the chest and head when you can. The 4x headshots against the Hell Zombies are quite effective. I dont know yet how the crawlers work. But I hate them. I mean I really hate them. Get gassed and most of the time you are toast. Not sure what kind of temp counter measure can be added. Temp gas protection item maybe. However depends on how temp would work. Cant be a one time purchase that lasts the whole game. That is limited to the soldier class option. Some other things I have in mind that might be fun additions. Will have to see what works and not a lot of trouble to do. Ideas are welcome. Before anyone asks, no killstreaks. Just what you take with you.
  14. Suppressors.... on all weapons... do the same min/max damage as regular versions. However, the damage reduction falloff is much faster. *All* pistols do more max damage than the P90 at 40 points but the damage falloff is also very fast. Much faster than SMG's. Making them very good for close enemies but not very good at range. Two exceptions, the DE and Mag do 50 max. They have obvious counter balances. And no this wasnt something I did. It is this way in the standard game as well. As for 'caliber' it makes no sense whatsoever to compare a real world weapon with a video game.
  15. Uh, yea right. Like I am going to go through every weapon and do that. In this case it is common knowledge that people choose the P90 because of the accuracy at range for an SMG. That comes with a penalty like all things. Of course you dont know about such penalties if all you play is hardcore with no kind of bullet defense options and you die when shot in the foot. You learn by doing. Not what you read on a post.
  16. To keep it quick. Ish. P90 assuming close range does 30 points damage per. Also assuming no suppressor. No changes, everything about the P90 is standard. At farthest ranges it will go down to a minimum of 20. All SMGs do 20 at range. However the MP5 does 40 at close range. The reason? The P90 is overpowered (according to promod people) for an SMG when it comes to accuracy at mid to long range. It is significantly higher. Less punch with the P90 but more accuracy and a slightly higher ROF. Or the other way around with the MP5. That is the balance. So as always choices based on how you like to play or what works best with the map. I prefer the latter because of the power for a close range weapon. If I want power at longer range I will go with a fast AR. So with this in mind..... As for armor, perk armor is 60. Health is 30. So 90. At close range 3 rounds will kill. At longer ranges it might actually take 5 (20 damage x 5 = 100). In any case, armor is actually significantly less useful than juggy. Which I was not going to add since it also was overpowered. But had to add something to help counter the hip fire or extra damage perks. To get that little bit of armor, one time only, they give up stealth and hardwired. I should have a text file with all of this so I dont have to keep reprinting it once a month.
  17. My guess, this kind of thing will be a holding action on a case by case basic until the free upgrade thing is over soon.
  18. There are oh so many people that belong in there.
  19. Sometimes there are required downloads for things like mod or map scripts that are not retrieved via a redirect. In which cases setting to 0 would lead to clients perpetually stuck at 0.
  20. Good price on bf4 premium. But still will never trust them with my cc#.
  21. Too often 'the people' are poorly educated on a particular subject or candidate. Not that they arent otherwise smart. Just uninformed. Their own fault however. The information to get educated is there.
  22. I hate losing. But then I suck as a player.
  23. Yup its quite simple. Before you vote find out for yourself what the facts are. Directly. Dont others tell you what the facts are.
  24. Looking at the link name, I dont think I even want to read that.
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