crusha_k_rool • PM |
May 24, 2010 5:10 PM
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[GSPB]Crusha
![]() Posts: 926 |
Read the post that I linked.
![]() This one is Beta 13. ![]() |
foibos • PM |
May 25, 2010 3:20 AM
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Foibos
![]() Posts: 551 |
No changes around nodes, just the minor tweaks? I think this map needs more.
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crusha_k_rool • PM |
May 25, 2010 8:35 AM
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[GSPB]Crusha
![]() Posts: 926 |
Nothing more can be done without the next great scripting project that I plan after the UltimateONSTools.
And the changes may sound minor, but they give defenders a big advantage now, making comebacks easier. ![]() |
kentaro • PM |
Aug 09, 2010 7:10 AM
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Kentaro
![]() Posts: 205 |
Yesterday we played the beta 13 online.
Gameplay was lame, pathetic,.... due to a stupid spam (random excessive fire of rockets...) ![]() Is TechCom a server of spam? I think no. But seeing the game we played yesterday,i just wanted to leave and let these fu**in' noobs killing each other with their rocket launcher. We had no solution: rain of rockets below, snipers when you climb, and if, by magic, you reach one of the ennemies' node, you are killed by a noob who were following you with his flak (and who commit suicide with his shrapnel, killing you in the same time), or killed by the one and only good player of the team with a combo shock. Please, remove the rockets of the 5 middle nodes.... ![]() I think i'm not alone to be unduly irritaded of this. In bridge of fate, rockets are only at the core, if i remember well (correct me if i'm wrong). Imagine one moment the chaos it would be if it would have rockets at all the nodes: an excessive rocket-spam at the middle nodes, spoiling thus the game... ![]()
Last edited by: kentaro Aug 09, 2010 7:20 AM
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crusha_k_rool • PM |
Aug 09, 2010 7:42 AM
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[GSPB]Crusha
![]() Posts: 926 |
Will be done, I am just waiting for the next release of Wormbo's Onslaught Specials to turn the center Node independent. Currently comeback is nearly impossible when that Node is still linking to both of your primes.
Wormbo said he fixed the problem VK mentioned about the IndependentNode not working in online games. I think I also found a way to get the bots to use the doors correctly instead of just standing at an open door like it's closed. ![]() |
thomasito • PM |
Aug 10, 2010 6:04 PM
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Thomas!to*
![]() Posts: 221 |
fully agree with kentaro here. I used to like this map alot, but now i can't get to the secondary nodes (ones all my team's primaries are lost as seen today when I joined late) even with the fanciest dodging without being killed by random rockets;
and in case I do get through, somebody is assrunning with flak or something else. I'd like to have a teleporter that transfers me somewhere in the middle! this would enable far more tactical options for both defense and offense strategies! and it would prevent guys spamming the narrow corridors. ![]() |
crusha_k_rool • PM |
Aug 11, 2010 5:10 PM
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[GSPB]Crusha
![]() Posts: 926 |
Beta 15 (didn't know which was the last published one, so I just picked this… maybe I had some development builds in between) is available.
-Removed rockets from central area. -Fixed problem with bots being completely useless once the doors have been switched. -Replaced all Nodes with the newest version of Wormbo's OnslaughtSpecials… you might like that. ![]() -Central Node is now… well, depends on the linksetup *Maybe you should try the non-default linksetup first. In that is the Center Node independent, means the defending team has less pressure on it's Prime Nodes and can even try to take the Node to spawn in the attacker's back. But you lose the ability of cutting the enemy Node line off. *The default linksetup looks on the first look like the old one, but now the Center Node is always vulnerable, even if the defenders didn't build any of their Prime Nodes, making it a bit more possible to free themselves from the pressure of three Nodes. However, they can only destroy the Node when it's not linked by them, to capture it they still need to built a Prime Node. ![]() |
foibos • PM |
Aug 18, 2010 2:30 PM
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Foibos
![]() Posts: 551 |
I have to say, that I really dislike those new fancy artificial node names and health bars. Damn, it looks like it has been made for stupids! The maps look like tutorials for headless chickens. You don't have to think, you don't have to search, just follow the floating tables. Btw, I don't see any HUDs on players heads to see something like this. Please, we don't need every UT3 cooool thing (if it comes from UT3).
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crusha_k_rool • PM |
Aug 18, 2010 4:19 PM
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[GSPB]Crusha
![]() Posts: 926 |
Well, you have always the option to turn it off. I like the feature, it lets you concentrate more on the gameplay than always having one eye peeking at the radar map. Besides that they are imho so subtile that you don't notice them if you don't want to.
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wormbo • PM |
Aug 19, 2010 4:24 AM
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Wormbo
![]() Posts: 48 |
If you don't like that it shows you names for nodes you can't see, I'm implementing a new option to only show visible nodes' names for the next release.
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