| RuneStorm http://www.runestorm.com/forums/ |
|
| Stakeout V1.5 and enhanced weapons http://www.runestorm.com/forums/viewtopic.php?f=34&t=47075 |
Page 1 of 1 |
| Author: | darkonxy [ Sun Dec 02, 2007 6:05 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
http://gearsforums.epicgames.com/showth ... p?t=515857 Stakeout V1.5 http://gearsforums.epicgames.com/showth ... p?t=582721 Enchanced Weapons Yes Bw is fun but it gets even more insane with loadout with these weapons, including conflict these add even more weapons to stockpile with Bw allowing more chaos in the midst, add that with Ragdoll madness and Deathmatch loadout and you got an insane match, Enjoy or you could play them with out Bw witch is fine as well but they seem to work perfectly on loadout, also Wup is also planing on having Rumple add the Enchanced weapons with the Bw weapons rotaition. Thus more chaos is add to the server, Although now theres two different types Enchanced or BW for voting on hedsteem, so crank up the carnage. |
|
| Author: | James [ Sun Dec 02, 2007 8:33 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
You have been finding some very good muts lately, keep it up. The enhanced weapons mute is very impressive, i cant fully enjoy it though because the assualt rifle and flack cannon are muted for me(i cant hear their gun shots). Very high quality stuff there, except for the fact that the sound files hate my intel mac. The stake gun is pretty cool, the pike..... i dont like it. Your sig is getting a little crammed with info their.... how about making one thread for all your great finds? You could post the link of the thread in your sig so every one can see where all the great stuff is at. *edit* WOW, i love the enhanced sniper and roket launcher. Still playing the mod |
|
| Author: | darkonxy [ Mon Dec 03, 2007 5:27 am ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Yeah kinda have a knack of sniffing around in the right places for mods, And yeah the pike seems a bit weird. The only use I have for it is for close up kills as always or picking up corpses just for giggles
|
|
| Author: | Kaboodles [ Mon Dec 03, 2007 5:34 am ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Ah, so this was the "Rumples" thing that was in Wup's server when I went to do that machine gun spectate bug. I love the effects, though it gets kinda hard to tell the shock core and plasma projectiles apart. I don't know why you would mix them up with Ballistic Weapons though. UT weapons and Ballistic weapons play completely differently, what with the weapon chaos and recoil and all. I mean with BW, you're basically required to crouch and use the sights for any sort of accuracy at medium-long range, but with UT weapons, standing still is tantamount to suicide. |
|
| Author: | darkonxy [ Mon Dec 03, 2007 3:24 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Kaboodles wrote: Ah, so this was the "Rumples" thing that was in Wup's server when I went to do that machine gun spectate bug. I love the effects, though it gets kinda hard to tell the shock core and plasma projectiles apart.
I don't know why you would mix them up with Ballistic Weapons though. UT weapons and Ballistic weapons play completely differently, what with the weapon chaos and recoil and all. I mean with BW, you're basically required to crouch and use the sights for any sort of accuracy at medium-long range, but with UT weapons, standing still is tantamount to suicide. probably with your weapons, your dang servers a crouch war. Bw does have run and gun you just need to understand the ideas of run and gun with these weapons but you already know that, and you want the recoil so perfect you bug your weapons to heck. You remind me another guy I knew, AK he hated the Chaos of the vehicles on Hedsteem so he left and made an ons server just cause. You are just like him Time a 1,000,000,000,000,000! You probably Hedsteem on late at night just cause you don't want to be recognized doing it, yet I heard from wup himself on vent that you like it But nah I know you, You prefur not to run and gun and stay crouched like a migit with a gun........
Besides that anyone else liking the weapons |
|
| Author: | OCAdam [ Mon Dec 03, 2007 3:40 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
darkonxy wrote: But nah I know you, You prefer not to run and gun and stay crouched like a midgit with a gun........
I'm even worse, I actually got a kill on Kab since I was hidden while crouched (and underwater a lot) with an XK2. |
|
| Author: | Kaboodles [ Mon Dec 03, 2007 4:14 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
I'm not against run and gun or anything. Crouch + Aim is just more important with BW with the chaos and all, especially at med-long range, which makes much sense. Anyone trying to run and gun with an M50 or SRS900 against anyone more than 50 feet away is a damned fool .
The reason I mod the weapons is that they're just so damn inconsistent sometimes. Take the XK2 and SAR-12, for example. The SAR-12 has less chaos than most of the other weapons in the game, while the XK2, which is much lighter and should probably be easier to handle, has the same chaos spread and movement chaos as the M50, a big assault rifle with a heavy grenade launcher attached to it. Result: SAR-12 kicks ass for run-and-gun, while the XK2 is only useful with the iron sights. That makes pretty much no sense and makes the XK2 damn near useless as a weapon. Plus, the recoil for the weapons isn't handled very realistically. Oftentimes, they just go up and you end up shooting 45 degrees above your crosshairs (easily fixed by just pitching your view down), as if your character wasn't even trying to control his recoil. My modded weapons all have adjusted recoil so that they are more random and generally shoot around the crosshair (which is very hard to balance with this ridiculously complex aiming system). Since attempting to effect significant changes to the main mod has gotten me pretty much nowhere (except in bug reporting), the only way I can have weapons with some degree of realism, consistency, and balance is to mod them myself. Which is a lot of fun, I might add. And I'm not just doing a huge nerf-fest here. A lot of guns have been greatly improved (XK2 and M806), and most of the guns I considered overpowered were more "rebalanced" than nerfed by reducing their more annoying stats and buffing some others, or adding an interesting new ability (planting FP9s on people's backs, or giving melee attacks double damage from behind to counter-act their not ignoring shields anymore). Also, I think I increased the damage for pretty much every weapon except the AM67, D49, R9, and mines. I wish more people would give good feedback on how I'm modding the weapons to see what imbalances exist and what I might need to change. Oh, and don't have anything against Hedsteem or anything. There are some very interesting vehicles (though the maps generally bore me), but I'm just not very interested in vCTF. Plus, the weapons are still in their usual unbalanced selves, so that's another thing I don't like. EDIT: Long post is long. |
|
| Author: | darkonxy [ Mon Dec 03, 2007 5:00 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Kaboodles wrote: I'm not against run and gun or anything. Crouch + Aim is just more important with BW with the chaos and all, especially at med-long range, which makes much sense. Anyone trying to run and gun with an M50 or SRS900 against anyone more than 50 feet away is a damned fool
.The reason I mod the weapons is that they're just so damn inconsistent sometimes. Take the XK2 and SAR-12, for example. The SAR-12 has less chaos than most of the other weapons in the game, while the XK2, which is much lighter and should probably be easier to handle, has the same chaos spread and movement chaos as the M50, a big assault rifle with a heavy grenade launcher attached to it. Result: SAR-12 kicks ass for run-and-gun, while the XK2 is only useful with the iron sights. That makes pretty much no sense and makes the XK2 damn near useless as a weapon. Plus, the recoil for the weapons isn't handled very realistically. Oftentimes, they just go up and you end up shooting 45 degrees above your crosshairs (easily fixed by just pitching your view down), as if your character wasn't even trying to control his recoil. My modded weapons all have adjusted recoil so that they are more random and generally shoot around the crosshair (which is very hard to balance with this ridiculously complex aiming system). Since attempting to effect significant changes to the main mod has gotten me pretty much nowhere (except in bug reporting), the only way I can have weapons with some degree of realism, consistency, and balance is to mod them myself. Which is a lot of fun, I might add. And I'm not just doing a huge nerf-fest here. A lot of guns have been greatly improved (XK2 and M806), and most of the guns I considered overpowered were more "rebalanced" than nerfed by reducing their more annoying stats and buffing some others, or adding an interesting new ability (planting FP9s on people's backs, or giving melee attacks double damage from behind to counter-act their not ignoring shields anymore). Also, I think I increased the damage for pretty much every weapon except the AM67, D49, R9, and mines. I wish more people would give good feedback on how I'm modding the weapons to see what imbalances exist and what I might need to change. Oh, and don't have anything against Hedsteem or anything. There are some very interesting vehicles (though the maps generally bore me), but I'm just not very interested in vCTF. Plus, the weapons are still in their usual unbalanced selves, so that's another thing I don't like. EDIT: Long post is long. And this is why you have so few people on Your Server
|
|
| Author: | Captain Xavious [ Mon Dec 03, 2007 5:09 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
I love his weapon changes. His server is fun to play on. The real reason why he has so few people playing on his server is a lack of advertisement. |
|
| Author: | Kaboodles [ Mon Dec 03, 2007 5:13 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
darkonxy wrote: And this is why you have so few people on Your Server
I'd chalk it up to waning interest in UT2004 and general lack of awareness of my server. Hedsteem's been around for ages, and our old Ballistic server had quite a good following before it went down. Also, Dorian's RPG Invasion servers seem to have taken away most of our old Ballistic players too.
Anyways, you are being terribly negative towards me and my server. Really, nobody's forcing you to go play it, but you've come in at least twice now and did nothing but complain. You take the competition way too seriously man. Lighten up. EDIT: Anywho, back on topic. Are the Stakeout guns the ones you can stick a guy with and carry his ragdoll around with? If so, awesome. I would love to something similar with the Ballistic weapons. Blood spatters on weapons from melee attacks would look awesome (and shouldn't run into the problems of animation since the meshes don't animate) and it would be cool if you could have little gibs stick to the A73 when you jab someone with it. |
|
| Author: | darkonxy [ Mon Dec 03, 2007 6:35 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Kaboodles I hate you for one reason alone you, Break under the chaos of things thats how hedsteem plays thats why I got so serious about this mod, I like it how it is and I can't help but think You violate it |
|
| Author: | Captain Xavious [ Mon Dec 03, 2007 6:48 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Is that really a reason to hate someone? Because of how they play a video game? You honestly hate someone because of that?
|
|
| Author: | Sgt. Kelly [ Mon Dec 03, 2007 8:51 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Don't forget that Darkonxy almost went nuts when the Hedsteem servers went down. |
|
| Author: | Wup [ Mon Dec 03, 2007 10:06 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Kaboodles wrote: I'm not against run and gun or anything. Crouch + Aim is just more important with BW with the chaos and all, especially at med-long range, which makes much sense. Anyone trying to run and gun with an M50 or SRS900 against anyone more than 50 feet away is a damned fool
.The reason I mod the weapons is that they're just so damn inconsistent sometimes. Take the XK2 and SAR-12, for example. The SAR-12 has less chaos than most of the other weapons in the game, while the XK2, which is much lighter and should probably be easier to handle, has the same chaos spread and movement chaos as the M50, a big assault rifle with a heavy grenade launcher attached to it. Result: SAR-12 kicks ass for run-and-gun, while the XK2 is only useful with the iron sights. That makes pretty much no sense and makes the XK2 damn near useless as a weapon. Plus, the recoil for the weapons isn't handled very realistically. Oftentimes, they just go up and you end up shooting 45 degrees above your crosshairs (easily fixed by just pitching your view down), as if your character wasn't even trying to control his recoil. My modded weapons all have adjusted recoil so that they are more random and generally shoot around the crosshair (which is very hard to balance with this ridiculously complex aiming system). Since attempting to effect significant changes to the main mod has gotten me pretty much nowhere (except in bug reporting), the only way I can have weapons with some degree of realism, consistency, and balance is to mod them myself. Which is a lot of fun, I might add. And I'm not just doing a huge nerf-fest here. A lot of guns have been greatly improved (XK2 and M806), and most of the guns I considered overpowered were more "rebalanced" than nerfed by reducing their more annoying stats and buffing some others, or adding an interesting new ability (planting FP9s on people's backs, or giving melee attacks double damage from behind to counter-act their not ignoring shields anymore). Also, I think I increased the damage for pretty much every weapon except the AM67, D49, R9, and mines. I wish more people would give good feedback on how I'm modding the weapons to see what imbalances exist and what I might need to change. Oh, and don't have anything against Hedsteem or anything. There are some very interesting vehicles (though the maps generally bore me), but I'm just not very interested in vCTF. Plus, the weapons are still in their usual unbalanced selves, so that's another thing I don't like. EDIT: Long post is long. To Me its Unreal, Balancing it is a waste of time, People will get bored quick..I understand your take Im not much of a Deathmatch Person as it has no team based play whatsoever and most of the maps i have seen like you i hate....I made the server so people could vent thier frustrations on each other..Im not worried about recoil, crouching or anything like that and never have been. I wanted to use both sets of weapons as a test, Balance is not even on my mind... To each and his own of course.. I just prefer a fuller server rather than a balanced one. As Far as AK he just turned his server into a Halo Server Using UT....How smart... Onxy, Chill out before I put you back in the cage. |
|
| Author: | Wup [ Mon Dec 03, 2007 10:09 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Sgt. Kelly wrote: Don't forget that Darkonxy almost went nuts when the Hedsteem servers went down.
Didn't take them down. UT3 Server is a mess right now.
Back on Topic.... |
|
| Author: | Kaboodles [ Mon Dec 03, 2007 10:32 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
darkonxy wrote: Kaboodles I hate you for one reason alone you, Break under the chaos of things thats how hedsteem plays thats why I got so serious about this mod, I like it how it is and I can't help but think You violate it Violate it? My mod plays exactly the same as Ballisticv21, except the weapons are actually easier (in my mind) to run and gun with now, and there are (probably) no longer any completely useless weapons. I haven't tested enough to know for sure, but I think every weapon in my mod has a purpose now. Really, if BallisticV21's weapons were exactly the same as the one in my mod (minus the bugs, of course), most everyone would probably like them just the same. Except maybe the mines. Furthermore, if RuneStorm didn't want people tinkering with their toys, why would there be a subforum created specifically for BW mods? If DarkCarnivour didn't want me to modify the guns, why would he help me with the M353 (and other things) when I needed it (Thanks again DC!). Wup wrote: poast
I don't think having the weapons balanced on a server would necessarily drive players away. Like you said, your server is mostly populated by casuals who don't care about that kind of thing anyway. vCTF seems to appeal to a lot of people and you've got a lot of interesting vehicles to drive around in. Honestly, I think your server would do just fine with any weapon set, be it Ballisticv21, my Ballistic mods, stock UT, or any other mod you can find out there. Balance is a lot more important in Deathmatch, as the goals and required skillsets for victory are a lot different than with vCTF. With Deathmatch, you go out and kill people constantly, while trying to stay alive yourself. Weapon balance is very important in games such as these. In objective gametypes, it's usually better to avoid combat in order to secure the, well, objective. There's also the matter of the custom vehicles. The weapons are much less important in this regard. My server is underpopulated because few people know about it and most people are playing in your servers or those RPG invasion servers anyway. My server also lacks interesting gimmicks and things like lots of custom vehicles or an RPG system. All I've got is my weapon mods, which change about every 2 days, and are sometimes rather buggy and don't even add many interesting features anyway. Many times I've had to resist the urge to barge in your server when it's full to whore my own But that would have been rude.
EDIT: On topic! Soooo... those are some pointy pikes you got there aren't they? |
|
| Author: | Wup [ Mon Dec 03, 2007 11:15 pm ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
Many times I've had to resist the urge to barge in your server when it's full to whore my own But that would have been rude.
EDIT: On topic! Soooo... those are some pointy pikes you got there aren't they? [/quote] Feel Free...
Yes pointy what? LOL |
|
| Author: | Captain Xavious [ Tue Dec 04, 2007 5:56 am ] |
| Post subject: | Stakeout V1.5 and enhanced weapons |
I like how the pike can grab hold of living ragdolled people when you have ragdoll madness on (good find, Darkonxy!) I can't say I'm really crazy about the weapons themselves, but I think it'd be pretty sweet if somehow that ragdoll tossing could be implemented into some of the BW weapons, like impaling people onto the A73's bayonet. That'd be freakin' sweet. |
|
| Page 1 of 1 | All times are UTC - 6 hours |
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |
|