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Sammy

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Everything posted by Sammy

  1. Once upon the clown castle, Ghostounet grossed to suck Ronald
  2. Checked here. Yes you do get cumulative assist scores when the equivalent of one full defrost is completed over however many friendlies it takes.
  3. It should. But assists are not counted per player. It is counted by the number of 'health' points you give. Could be one player. Could be five. That way partial defrost assists add up also. But I will check. edit: another subject, yes it takes two shots from smaw to take down a heli (or should). In the stock game with the smaw it only takes one because when you spawn you only get one. Not two. So its a matter of balance.
  4. Now that is the kind of score that makes me ask... what are you exploiting? Nah. It makes me ask what I may have done, as a customization or something added, that I did not foresee being taken advantage of too much and making things too easy for some. Anybody that can get 41 and 0 ( and 1, count em, just 1 assist) then its too easy for you. Perhaps there should be adapting difficulty levels. Everyone starts out the same at the beginning of a match. But if you get 15 kills something shuts off or is made harder to do. 15 more, something else also shuts off. Not in the name of 'fairness' or leveling a playing field. But to make things more challenging and fun for the player instead of the boring routine by the numbers. When you find a routine that gets you high scores every time, whats the point other than bragging about it? Well, unless is about money.
  5. That is not strictly true. But they sure made it much harder. Group policy will do it, assuming you have the version that has it. Otherwise you could turn off the service and then turn it back on again when you want to check. There is also a tool they provide that allows you to opt-out of stuff I believe. I assume they figure most home users are too stupid to keep their systems updated regularly so they removed the easy way to change things or turn them off. Thing is... they are right. Unfortunately that means the rest of us that do know what we are doing get to suffer along with them. Which bugs me. Its the 'lowest common denominator' syndrome.
  6. Some numbers: The unfreeze trigger zone is, from center, a cylinder that is 60 units radius and 60 units high. The minimum distance required for the F key is 75 units. That is so the top and bottom circles that make up the caps of the cylinder are inside the sphere. Nothing is perfect.
  7. Ok I see. As we all know, during the first part of last stand you are invincible. That cannot be changed. However the standard cod4 way not only takes all your weapons away but immediately gives you a pistol. Very unfair when you cant be killed. So in this mod one change was made. It delays giving you the pistol until you completed falling and are vulnerable again. However, double-tap does require you to hold a weapon of some kind. So this is another effect I suppose and a trade off as the lesser of two evils. Either the C4 issue, or give all LS players a pistol when they fall and are invincible. For defrosting, when you mean next to you, do you mean with the F key? If so, there is a minimum distance the player must be from you. The main reason is so the game doesnt get confused if you try to use the F key on the same player you are defrosting while standing next to him. And this is where the problem can come in. Defrost proximity uses cod4 'trigger zones' which monitor when players are inside of it. They are used for things like bomb zones in S&D, playing a radio, or minefields. The shape is a cylinder of varying width and height. On the other hand, using simple distance is a sphere. That sphere has to be large enough so that no part of it touches the cylinder. So there will be places, where the sphere 'bulges', that are dead zones so to speak. I will check the values to be sure they are as close as reasonably possible. I could rewrite it all to use something other than trigger zones, so a sphere inside a sphere, but I dont know if I want to when things already work well but this is a small side effect. After PM'ing Rugger, streak spawn protection is six seconds.
  8. Once upon the clown castle, Ghoustonet grossed
  9. Of course I could make a little addition to stun grenades. Get hit with one and your jump height is cut in half for 30 seconds. Buwhahaha. edit: Yes I can get extremely annoyed if something really pisses me off. But in the end its always what is best for game balance. In this particular case, yea bunnies are difficult to hit and when I dont I get mad. But for players better than I... meaning a LOT of them... bunnies are much easier to get.
  10. C4? Is this a pack you threw before going into last stand? I dont think I ever tried that. Do you have a detonator? Does throwing a nade back from LS actually work? Another one of those things I dont think I tried. Kind of hard to without other players to do it. By the way, if your team has any combat medics around and they dont bother to heal you - give them a big piece of your mind. I would think a few players would now use it because of the longer spawn protection time. Oh and dont call me a jerk. You big jerk. edit: Yes I have grown to like last stand, as a developer, because the more things around that can potentially fuck with a players style the better. If all the good players dont get mad occasionally because they arent Godlike then there is something wrong.
  11. Ok this is what I came up with and basic initial tests here seem to work without issue. Will try it later for a bit and see how it goes. Maybe few will bother with it considering how some people here are total slaves to their explosives masters. As for why, I looked and looked to see what kind of counter-measures option existed for stealth. I really didnt see one. So that isnt good. Every ability needs an 'OH SHIT!' component the enemy can choose to use on you. But if nobody does, then it wont matter. Their choice to go with another option and throw in some game variety or to stick with the same-ol routine daily shit. It would mean that player wont be running around with blind grenade spam or rockets to kill you with. Nor 3X EMP. The counter measures mine can see stealth players. Consider it as having better senors in place of explosives. If an enemy runs into one his/her stealth equipment is disabled for a short time like everything else. The enemy will be visible as normal. Since this is a non-lethal inventory item, and you only get one, any kill made later by someone else will give you an assist bonus (not sure how much yet). This is so you get some kill benefit from it. Unless people get some kind of kill points they tend to not bother.
  12. I wonder sometimes. edit: Had a different idea... wont work right... scratch that. Ugh.
  13. Ok so I am told half of all players consistently run around with stealth. So mines are pretty much useless. So... going to try a small teamwork oriented addition that will nudge things in a different direction if they choose it. Nobody is forced to do anything. Currently the default Counter Measures range is pretty small. Smaller than I remembered. That will be increased a little. Stealth also currently ignores it. That also will be changed because the whole point of counter measures is to look for and defeat such things. Since hardwired and stealth on the same tier, when a stealth player triggers it there is no hardwired protection. In big games, if a team works together, it would be useful for a couple players to lay a couple cm mines beyond the spawn area. Or maybe choke points. That will disable enemy stealth. Other players can plant mines closer to spawn where spawn rushers with disabled stealth can now be seen and killed. Means a couple players will have to spawn without explosives to lay the cm. However that makes the mines more useful for area denial. Thoughts? Variations?
  14. Windows Update, when starting fresh, is a real pain in the ass for windows 7. Takes forever for it get itself setup to do it. I assume its rebuilding something and that takes a long time. All you can do is just leave it running and it will eventually get there. You will notice that the process is taking up a good chunk of CPU time for whatever it is doing. If you check around you will see people came up with all kinds of schemes to try and get around it. Some say things work, others say they dont. But for those that did, could also be coincidence. Beyond that, the middle of the week is the worst time for big updates because of the traffic.
  15. That's a consideration also since ftag rules dont always translate well to tdm. EMP spam isnt a good thing. Another reason why its 30 seconds and not 60. I dont want to make 16 to 1 matchups harder than it already is. Although... remember what it was like before the car or uav defroster. If your team doesnt have very many left and you are being spawn camped, combat medic with its 12 seconds of spawn protection is quite useful. Add 3X EMP defrost nades, lightweight and objective, its a pretty good 'team defroster' loadout. Potentially better than the car depending on the map and how far apart your teammates are. But you give up lots of other 'offensive' goodies. edit: sorry, lightweight OR objective.
  16. I ask that everyone put on their best Fox News persona and give their 'fair and balanced' view of the anti-defrost part of the EMP nade. Both as the attacker and the victim. Just leave out the parts about how they are leading to the downfall of American greatness.
  17. Open your task manager, performance, and then resource monitor to see what is taking up all the time. Do you possibly have a corsair water cooler and not update the link software in the last couple weeks?
  18. It was supposed to be 4 seconds after using a streak, so dont know why it was the usual 8. However I leave that number up to the discretion of the admins to talk among themselves and decide what to do. Whichever number they agree on will be the setting. There are already enough crybabies about the knife. I have no desire to get into that can of worms.
  19. Pressure? Nope. I never have a problem saying 'no'. No matter what I do, something will be popular with some but unpopular with others. So in the end I do what is best for the game. The EMP anti-defrost function is new and we shall see how it goes. Currently the radius for that aspect of it is probably a little too big. It will take time to see how it affects game play and to find the right balance. Stopping power works just as it was intended. Whether its regenerating juggy (overpowered) or limited body armor (much more fair). Choices. Do you want SP that packs the greater punch? Or do you want AP that is specifically made to pierce all armor, both personal and vehicle? Perks have been moved around here and there over time to allow popular choices while avoiding combinations that might be too unfair. Stealth snipers belong in dedicated sniper servers on big open maps. Shame this clan cant get a regularly filled sniper server.
  20. The Activision master servers are down and have been for awhile. The way the ROTU mod works, is that each map change behaves as a server that was shut down and restarted. As it currently is, it takes 10-20 minutes for it to be available again. Nothing we can do about it except wait for them to fix it.
  21. For self-inflicted EMP I tried 10-15 seconds at home instead of 30 for enemies (remember that in BO2 its 60). Might be better for fairness even tho all other nades do not reduce anything. Throw a flashbang you get the same effects of strength and duration. However the balance is that, while shorter, flashbangs impedes your ability to fight with your player weapons unlike EMP. In BO2 its also supposed to screw with your electronic sights but game limitations prevent me from doing that. Just the visual effects and disabled HUD along with streaks. The jump+streak fix seems to be working. For those that actually keep track of progress and read threads you know why this fix was put in place. Otherwise plz read earlier posts. The extra spawn protection for Combat Medic didnt seem to be working. A timing issue that happens with dedicated servers but not listen servers. Should now be fixed. In this server, Combat Medic gives you 12 seconds of spawn protection instead of the normal 8.
  22. Ah ok killstreaks not perks. Got it. Well, the EMP nade has been around for a long time and the 'streak disable' part is a stock function of the 'official' EMP nade. Except this version only lasts 30 seconds not the full 60. I am not sure... perhaps someone can tell me... in the stock game (BO2) how long do the effects from your own nade last? The same as enemies? Or shorter? I see some information around that it only lasts as long as the initial 'stun' effect. Which is also already included in the mod but currently shut off. Please be truthful and not try to pull a fast one on anybody.
  23. Yes Hardwired applies to your car if you have it. As for EMPing yourself, it is the same as using a flashbang on yourself. For the new function we shall see the cost benefit for range and timing. Another option for this kind of thing that I had in mind was to make the range of the 'nodefrost' part the same as the 'defrost' part. So they would be in a sense two sides of the same coin. I dont understand what you mean about not being able to use perks for 30 seconds.
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