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Sammy

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Everything posted by Sammy

  1. use (defrost key) and melee have been removed from sniper zoom in the current beta. Thought I posted that someplace already.
  2. Just a quick question. How many of you have tried, succeeded, or considered stealing an enemy care package? Would you still try if you didnt know the contents? Or would you only do it if you knew what was inside?
  3. Open Warfare has the ability to look at the number of players and have map rotations for small, medium, and large games. So for 4x4 Bog would be in the small rotation but it would not be for 12x12 etc. If during the game the number of players increases then it will choose the higher rotation to get the next map. Never did it myself but it might be something to consider.
  4. Ok think I found the problem with freeze icon. Will be fixed. Thx.
  5. Actually the nervegas airstrike has been taken out. After asking around it was hardly ever used, in this server and others. So in its place added a explosive decoy. In all respects it's a normal care package drop to the enemy. Friendlies see a skull head icon. When the enemy tries to capture it a 0.75 sec timer beeps and it then explodes. Requirement 4 kills. Bomb squad players do not see warning icons since the package is not dangerous except for capture attempts, unlike betties with their triggers or c4 with players waiting for you to walk by. But those players should receive some benefit so they get a 2 second timer. Plenty of time for alert players to get away.
  6. If you disable the car by EMP... or by ambient EMP... the owner is detached and returns to his previous position. The car remains and is dead except for a 20 second timer. When the timer expires it will explode. So, if you disable it you should either stay away for a short time or shoot it from a safe distance. However when it blows up (either by timer or shooting) the owner still gets credit for any kills. No different than shooting a clay. The goal was to keep its abilities but a little easier to counter it if the player chooses the loadout option to do it. Its all about choices.
  7. Yup crossbow was matched to the same specs as the MP version in BO. Range, damage, gravity and all of that. The only thing it doesnt do yet is stick to players. Havent had time on that yet. If the SP version with regular bolts is desired the best thing to do is talk to Rugger about what everyone wants to do and I can include whichever one is preferred. But personally an arrow should not travel the same distance and speed as a sniper round. For some of the other issues I will get the next update ready as soon as I can and will see if they are all ok. For defrosting, yes tree trunks and other solid objects will block. Success or failure uses the same virtual traces as others do and is not based on visuals. The rule of thumb is that if you can shoot him (not counting armor piercing) you can defrost him. The other method of 'visual' tracing is used for things like helicopter target recognition etc and has percentages about how much of the entity it can actually see.
  8. Yea heli health can be increased to whatever is best for the server. Just takes trial and error with the server settings to see what fits best. I agree stopping power isnt very useful in hard core mods if juggy isnt available. But it does still help alot against vehicles and players with body armor. The two schools of thought is that it needs a counter, which what juggy is for. Or simply to remove both anyways freeing the perks for other things. However been considering something along the lines of the ballistic vest bag as a streak option. In which case stopping power would be useful again. But its a question of if there is room, entity limitations, how difficult it will be to code it and certainly how it would affect gameplay. You will be able to disable the RC with an EMP nade. Same range as a flashbang. I dont remember if its already in the beta the server has. So if you are close enough to one defrosting a player you will have a good chance of stopping it right there quickly. The RC being able to bring a team back from the brink makes for very interesting games. Also changes the complexity of how to go after the last remaining players. IMHO before it was too easy and just prolonged the inevitible.
  9. A draw... hmmm. No it shouldnt have done that but the server is still using an earlier beta I think. For the bigger minimap thing I am pretty sure it has always been that way with the various open warfare mods. Maybe I am incorrect. TBO I never really paid attention to it. Chinalake will use the same spawn delay as rpgs. I understand the comment about the gas. What your team should do is have everyone wear masks and 3x frags. Throw your own gas on their side. Then rush through the gas and spam them. Every weapon has a counter and next time they may think twice and save the gas for when its really needed.
  10. The 'use' and 'melee' keys should be removed as a built in option for zoom. But check the zoomin/zoomoutin multiplayer options to see what they are bound to. Takes longer to go in and out but I have mine bound to the mouse wheel. The chance of getting a tac nuke in a care package is something like 100-1. Keeping it in the package is a good thing since it helps keep things unpredictible. If the minimap goes away again check hud_enable in the console. The mod no longer uses that setting but you never know.
  11. hmmm, that is strange. Havent seen that happen but will try some more and see.
  12. Ah yes. Glow is used for thermal so very dark maps can still work. Might be using the wrong setting or maybe its not being reset on map changes correctly. Will check it out thx.
  13. Oh be nice to Mac users. We need love too. But yes the ratio thing is the same on both PC and Mac.
  14. Straight down? Did you by change push the fire button after you activated it? When you do that the 'speed boost' is applied and you are locked onto the position you aimed at. I think there is an info message about that but I will look again to be sure. edit: for predator damage... not including LOS... there are settings for radius, max damage, and min damge. But I forgot to include the damage ones in the configs. Bah!
  15. Ugh, morning and still drinking my coffee. Yes looks like there was a bug related to perk 1. Looks to be that Chinalake was still considered a GL attachment in a couple places rather than a perk and caused some issues. Anyways actual hit detection is entirely game controlled. There could be a gunkick problem for certain weapons on a case-by-case basis. Any you think I should check I will put on a list. The auto-glock has been mentioned but it is balanced the same as the Uzi, which it replaces. For the 'hidden' perks and streaks. It happens if the player chooses a 640x480 ratio instead of wide screen. Unfortunately because of the extra row of loadout choices the only way around that would be to make everything smaller so the middle column is no longer there and possibly introducing a second menu for killstreaks. Looking at both but it will come down to menu asset limitations, which also include things like inventory icons/ammo, health, scores and target screens for ac130 etc. IW didnt give us much room for that.
  16. Unless you are on the other team.
  17. Mod setting added for RC jump/mantle/ladder. Can be enabled for those that want it. Predator should be ok but damage was changed a bit to take into account players hiding behind walls and such. It is a 5-kill so it shouldnt be too powerful. I will look at cuav. Working to get the update done as soon as I can but its a very nice day out right now and some outdoors things I gotta do.
  18. emp nades will disable the enemy hud and has the same range as a flashbang. Also the whole screen becomes grainy. There is also a timer on the top with a default of 30 seconds. Ambient emp affects everybody and has a 20 second timer. The viusual queue is a nuke exploding high above the map. If you see a scrambled minimap then that is either counteruav or you got hit by a tactical or mininuke.
  19. Well TBO the earlier version I was sometimes told hitboxes were 'too small' or missed registration alot. So it's really a matter of perspective.
  20. Ok that is interesting. Grange is partially a map problem, so to speak. Not really a problem but some mappers build weapon pickups into their maps. So if a mod uses the weapon file associated with them and changes things it can sometimes cause problems. Previous versions of OW2 didnt use the file but now does for a couple things. Thus causes a compatibility problem. The screenshot shows the pickup in the map. Its on top of one of the buildings. So to get that map to work requires deleting them before it finishes loading. I suspect the other maps with that error have the same thing. I am pretty sure the server can add the extra requirement to delete them without too much trouble if everyone wants to keep that map.
  21. For now remove the maps with the 'index' issue from the rotation plz until I can figure that out. Not sure what you mean about hitbox. That is entirely game controlled and only modifiers for how much actual damage is done to specific areas (head, leg, torso etc) can be changed. Not whether or not something actualy hit. I'll add Chinalake to the list of 'delayed' weapons but currently recovering from Cinco de Mayo magaritas. Ugh.
  22. Abient weapons will kill players on both teams and mininukes have the same radiation effects as the tacnuke. But not as long and not as deadly. However since this is a HC server more or less perhaps radiation damage needs to be tweaked. But before making a lot of changes we shall see how the next release works. Oh... because I tend to get alot of death streaks I added some simple death streak bonuses. Nothing like dead mans hand etc. I hate those ideas. But juiced, hollow points or a little bit of armor etc for a little help. One evening I said 'enough of this shit' and started coding.
  23. lol. Everybody? No there isnt a non-player tactical nuke strike. But there is a mininuke ambient. Along with mortars, airstrikes, B2, c-uav, emp etc. However its only 1/2 as powerful as the player one and does not end the game unless the players it does get are the last ones unfrozen. Ambient weapons can be shut off by the server if desired but to me its a fun monkey wrench to throw into the game for those "oh shit" moments. As for pistols, they shouldnt be overpowered and really no different than the guns they replace. Different weapons but same balance. I made the Glock a three-shot for testing but I dont remember if this beta has that or I removed it. However, which ones would you say are unbalanced? I will double check those.
  24. Working on some last minute stuff and what are you opinions on kill requirements for streaks? No major changes but maybe some tweaks so people choose something more than RC and artillery all the time.
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