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Sammy

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Everything posted by Sammy

  1. Does that mean I have to be nicer to him? Congrats.
  2. In ways, think of the sidearm like you do the five classes. You can choose an mp5. Or you can choose a shotgun. Both have their particular strengths and weaknesses and must be handled differently. But both are primary weapons.
  3. It does go where you shoot it... to a point. Its a short range projectile and goes unstable after a distance like rpgs do. So when seeing how it plays out over time as people get more experience with it will show how it goes. It may be useless for some but good for others depending. I was killed by it quite often in testing to the glee of the shooters. But you never know. I can hardly hit a thing with a saw but Im not very good at it. Speaking of rpgs. Do you aim at the player directly hoping for an impact kill? Or do you aim at the area you want it to explode?
  4. Its supposed to be side arm class with short range and small explosives not like a smaw in a pistol. However perhaps it needs a somewhat faster fire rate. That said, its not very good for players that like to go pop-pop-pop with their guns while hopping around.
  5. Some maps needed to go into the redirect. Added in, and server restarted. So all should be good. edit: curious why those arent in the ow2 rotations. They are nice maps and seem to load up fine here.
  6. Joined forums here on Nov 29, 2011. A bit over 6 years. My my.
  7. What states would block Canadians? Are they offensive?
  8. Thinking I might be able to change it to extended mags if I didnt need the laser attachment option. But I would keep it for the specials with all attachments. Either that or maybe just include the laser with the hip fire perk.
  9. Not music to play games to but good for relaxing while working at the computer. I wonder how many keyboard players in all these vids that get posted are good enough to play Beethoven well. Probably not very many.
  10. Just curious. How many use the laser attachment on anything? Not including the 'specials'.
  11. Keep in mind that the streaks are the old 'use it or lose it' variety that upgrades if you already have one. And only one streak at a time.
  12. Spawn protection set to standard.
  13. Usually, when you come out of spawn protection, you have to raise your weapon. Takes a second and in the past some have complained about it. During this time, normally, you cannot shoot but can be shot at. However the trick is to bypass the raising so that the instant you are out of spawn protection.... since you know the timer... it snap raises aiming down the sights. So you can stand right in front of a player and the instant spawn protection reaches 0, bang. Those that dont know the trick, which exploits an oversight in the game, cant do this and are at a disadvantage. Or others simply dont because they think its unfair. Spec some people and you will see some do it.
  14. edit: To add, since this is the first weapon of its kind it is certainly experimental at this stage to see where it goes. Might be a good and balanced addition to the sidearm class. It might need to be moved. Depends how many kills they make with it. Also depends how many times players are killed trying to use it. Any time something significant is added it requires extensive testing with many players to see what its like in practice. The spawn protection thing seems for example universally unpopular at the moment but it will depend on whether or not tweaks will adequately mitigate using spawn protection to make an easy kill with no opportunity to defend. Or if people dont particularly care about that issue to begin with. In any case, already rewrote it to make it an option and not a requirement anyways.
  15. Overpowered is a question to answer with gameplay. Just shooting it alone, might seem that way. In a fast paced environment, who knows. Its fire rate is so slow for a side arm its likely not very good against run and gunners and hoppers. Miss your first shot and you have nothing left unless you switch back to your primary quick. As for power, its damage is low as well as its explosive range. It also veers out of control relatively quickly. So I suppose if you are close to a target that is just standing there its an easy kill. But I can say the same for the DE.
  16. Give me a list.
  17. One of the older open warfare options was an 'explosives' delay that didnt actually give you the ammo until say four or five seconds after spawn. It was separate from spawn protection. Included nades, rockets, tubes, clays. I have seen XI servers use it in the past. Maybe some still do. Speed should be the same but I will check. edit: running speed should be fine now.
  18. As for the B2, there were a few problems that I havent had time to work on yet so no its not there. Anything like that has to play nice with all the other methods of defrosting etc. The car as it currently stands is overpowered really for a 3-kill award in freezetag. Its also way too fast but it was made that way here to help with defrosting. The side effect is that its nearly an automatic kill even with jammers. I expected there to be resistance to the dual-cars. People cant have their cake and eat it too with defrosts and an easy kill. Thought about making them into different tiers. 3 for the defroster car and 5 for the killer car (to go with predators). The current car is the only 3-kill lethal streak. That low isnt a big deal in tdm since you just respawn but it has a big effect in ftag. So if that sounds like the better option let me know. Not sure what you mean about car defrosting and jammers since they dont interact. Otherwise, no changes made.
  19. In case anyone forgot, it takes a few seconds but the smaw can lock on to players.
  20. We shall see how the spawn protection addition plays out. Might work well. Might need some tweaks. Or it might not work well at all. Only gameplay will tell. Wouldnt be the first time that something just didnt work. As for map compatibility I was careful to keep asset counts the same for those that tended to cause the most headaches. Namely model count and number of materials. But I am still watching. The rocket gun is harder to use than you think. Its damage and blast radius is small. Rate of fire is slow. Doesnt go far before it starts to wander instead of a straightish line. But since this is the first time the mod has used one nothing is set in stone. However for anyone that doesnt like it, it helps to know why. Then things can be adjusted and try again. As for maps that you want that arent in the rotation, tell someone. Maybe they work but just arent there or not in enough rotations. Or maybe they were but there were too many 'this map sucks' people that complained.
  21. Not a big number of players (hint hint) so a lot not tested yet... need to test most of the streaks... but thus far no bugs in the logs. Which is always good. I think I got all the settings right from the main server. The rocket gun is popular. However it really needs testing in a fast paced environment. Might have too much ammo for what it is. Depends on how it plays out. Need to test the machine pistol. Havent seen it in action yet but basically its very short range with a good amount of recoil but also very fast rate of fire. Havent yet seen or been told of any headshot issues so I assume thats all ok. Please get some people together and give it a try today. If you want to do tdm, to keep the action going, let me know.
  22. Nice try but no. The lsat is a pretty good one tho. Slow rof tho like the m60.
  23. 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
  24. 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.
  25. Havent had a chance to test it with other players but fixes uploaded and should all work properly.
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