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| The new news! http://www.runestorm.com/forums/viewtopic.php?f=6&t=76564 |
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| Author: | ShadowBlade [ Wed Dec 15, 2010 1:04 pm ] |
| Post subject: | The new news! |
Check out the news! What do you all think? |
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| Author: | Sgt. Kelly [ Wed Dec 15, 2010 1:24 pm ] |
| Post subject: | Re: The new news! |
All of this is good news! Getting updates to Ballistic Weapons and The Crucible is friggen' amazing! |
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| Author: | psy°chief [ Wed Dec 15, 2010 1:36 pm ] |
| Post subject: | Re: The new news! |
incredible !.... AT THE LEAST |
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| Author: | Bjossi [ Wed Dec 15, 2010 1:51 pm ] |
| Post subject: | Re: The new news! |
Very good news. Looking forward to the BW update. |
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| Author: | SX [ Wed Dec 15, 2010 2:00 pm ] |
| Post subject: | Re: The new news! |
Hell yes!
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| Author: | ShadowBlade [ Wed Dec 15, 2010 2:16 pm ] |
| Post subject: | Re: The new news! |
You can check out the new Crucible vids to get a taste of the new features |
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| Author: | SX [ Wed Dec 15, 2010 2:17 pm ] |
| Post subject: | Re: The new news! |
Same for the BW weapons? |
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| Author: | ShadowBlade [ Wed Dec 15, 2010 2:39 pm ] |
| Post subject: | Re: The new news! |
Not yet, but they will be around soon I'll probably make a new vid with the new guns in due course |
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| Author: | SX [ Wed Dec 15, 2010 2:53 pm ] |
| Post subject: | Re: The new news! |
Sweet. *nod* I'm gonna place my bets and say that the new weapons are the Shard Cannon and maybe a grenade launcher. |
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| Author: | Blade sword [ Wed Dec 15, 2010 3:28 pm ] |
| Post subject: | Re: The new news! |
| Author: | Black Eagle [ Thu Dec 16, 2010 2:21 am ] |
| Post subject: | Re: The new news! |
It's all part of our plan to tie up loose ends and solidify our path.. By fixing up these mods we'll be making them more respectable to those who try them, and they needed the fixing, so we can clear them up, and make us free to focus on a single thing.. And in so doing we'll make everyone happy, which is always good, god knows we've not had much to interest anyone for a while.. |
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| Author: | Bjossi [ Thu Dec 16, 2010 3:17 am ] |
| Post subject: | Re: The new news! |
I still fire up BW once in a while to play a quick match. Did not bother to install UT3 again though, the game is so atrociously set up. |
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| Author: | Marts [ Thu Dec 16, 2010 8:13 am ] |
| Post subject: | Re: The new news! |
I-I-I-I... I just shat brix. |
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| Author: | Tom10320 [ Thu Dec 16, 2010 12:46 pm ] |
| Post subject: | Re: The new news! |
Awesome! I'll have to recommend this to a friend who was having trouble installing the separate BW packages. Should be fun! And maybe the UT3 updates will get me playing again! |
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| Author: | nofatties [ Sat Dec 18, 2010 10:02 pm ] |
| Post subject: | Re: The new news! |
YES. |
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| Author: | hide_in_light [ Sun Dec 19, 2010 8:00 am ] |
| Post subject: | Re: The new news! |
Can you please include the following mutator or even make it default in Ballistics 2.5 Ballistic force to walk when iron-sighting. viewtopic.php?f=27&t=56962 Also faster iron sights, that's what I always thought always lacked in BW. It was simply unusable. |
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| Author: | Blade sword [ Tue Dec 21, 2010 6:58 pm ] |
| Post subject: | Re: The new news! |
I want to add a couple of ideas not weapons since you have probably plans for them ... A true ironsighting if possible, like hide in light -> faster sighting (i think that's one of the most feasible features) Double barrel shotguns when using alt fire once and press primary fire, it should pump the gun and fire if we maintain the button The Wilson should reload when we press alt fire after firing the shell The JMRL should reload the big ammo supply first and the small in second. Grenades with less range Inventory fix if possible For the dual wieldable guns an under icon (I will make a pic) to explain this For the weapons with retractable stocks it will be probably good to use the animations on the pop out and holstering ... Fixing the multi jump it seems that sometimes I can't double jump but I don't know why :/ I would like to have a reloadable lightning gun the reload will be similar as the flamethrower, the special for the cooldown A possibility to use junkwars shields as secondary weapons when wielding one handed weapons Now I will suggest some features like an automated grenade throw. so it throws grenades while we wield weapons when we press a button there will be a key to change the nade an other key to throw it. it throw grenades on the release is we press special while holding the grenade it will activate the timer once released we throw the grenade and our weapon/weapons pops out again. I think that's all. |
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| Author: | raziel [ Wed Dec 22, 2010 9:25 am ] |
| Post subject: | Re: The new news! |
Blade sword wrote: Now I will suggest some features like an automated grenade throw. so it throws grenades while we wield weapons when we press a button there will be a key to change the nade an other key to throw it. it throw grenades on the release is we press special while holding the grenade it will activate the timer once released we throw the grenade and our weapon/weapons pops out again. Want. Raziel P.S and a slight cool-down on grenades... bots can fire about 2 in under a second... not fun... |
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| Author: | Deathstorm [ Wed Dec 22, 2010 10:50 am ] |
| Post subject: | Re: The new news! |
Can't wait for the standalone crucible to come out, the vids. look great. I will make you all red spots on the wall or floor. mwahahaha |
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| Author: | TurdDrive [ Wed Dec 22, 2010 1:10 pm ] |
| Post subject: | Re: The new news! |
Cool, AWESOME> WIN!. Cant wait, Made my christmas you have. Ps, Was thinking, could we have some High Resolution Wallpapers of the Crucible plz? |
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| Author: | Black Eagle [ Wed Dec 22, 2010 1:32 pm ] |
| Post subject: | Re: The new news! |
Glad to hear it!.. We still need to make the wallpapers in varying resolutions, and we'll see how high they should go when we do... As for the ideas, we'll see what really needs adding/changing, but it's not certain how much we will change in the end just yet... |
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| Author: | Blade sword [ Wed Dec 22, 2010 5:00 pm ] |
| Post subject: | Re: The new news! |
see what you want dudes that's up to you guys I suggest, you do what you think is needed and want |
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| Author: | Black Eagle [ Thu Dec 23, 2010 11:15 am ] |
| Post subject: | Re: The new news! |
Blade sword wrote: see what you want dudes that's up to you guys I suggest, you do what you think is needed and want And so we shall... |
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| Author: | Azarael [ Fri Dec 24, 2010 7:02 pm ] |
| Post subject: | Re: The new news! |
Before we get too carried away (as is usual here, it seems), a gentle reminder of a few things, because with all due respect, I don't have too much faith that the gameplay problems are going to be addressed unless I post here. - Ironsighting in 2.1 vanilla is completely worthless due to a combination of ridiculous raise times (0.8 seconds?!) and slow walking speed. Please dramatically decrease the time taken to ironsight and bump up the walking speed as well. - Super-weaponry and G5s in normal weapon slots in default configs devolves the entire mod into spam. Server admins are mostly apathetic to this issue, which is why I don't bother trying to play anymore - it's a waste of time when the mod is a 5 weapon mod consisting of G5, Peacemaker, Lightning Gun, Flamethrower and whatever other superweapons people can pick up. If possible, please restrict weapons that should not exist outside of vehicle gametypes (let's be honest, the G5 and HAMR count as this no matter how many people whine about "freedom to use all weapons"), either fully or by default. - Disparity between weapons in areas such as headshot damage (most notable example, normal SRS) and massive potential damage ranges (15-25 is bad enough as it is, but that jumping up to 95-100 headshot damage? is your balance on crack?!) reduces skill. Realism < gameplay, and that goes for some of the other wild "realistic" suggestions being made. - Grenade timer bars being visible makes Pineapple cooking extremely easy. I don't care how many new guns are in the new update (because to be frank with you, I am expecting more superweapons -.-) but please, for the love of Christ, make the mod playable again. 1.7's ironsight-on-the-run wasn't ideal but it was a far better situation than 2.1 has been, with hipfire spam apparently being the name of the game. And a Merry Christmas to you. |
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| Author: | Kaboodles [ Sat Dec 25, 2010 9:33 am ] |
| Post subject: | Re: The new news! |
Yay, more content! I look forward to twisting your new content to my own devious designs. Oh yeah, I'm still alive I guess. That is, if the TALIBAN doesn't get me! ![]() Just in time for leave, too! Wonderful! |
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| Author: | Bjossi [ Sat Dec 25, 2010 4:36 pm ] |
| Post subject: | Re: The new news! |
Azarael, the mod gives you complete freedom over what weapons appear in the game and in what slot. Set up your own server if you are unhappy with others. The most the devs can do is to make it the default behaviour to put G5, flamer, etc. into the super slot. But I fully agree about grenade timer bar and iron sights, these need to be resolved. |
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| Author: | Bulska [ Sat Dec 25, 2010 6:47 pm ] |
| Post subject: | Re: The new news! |
Azarael, your first and last point I completely agree with, the others I don't. Yeah the frequency of super weapons in the game, especially Arena and Loadout, is quite frustrating. (Arena, customizable chance of weapon given on spawn?). However, with quick aiming, I find that it's possible to take out the guys with the big guns with a couple of well placed pistol shots. Most heavier weapons are slow, G5 has to fly the distance, flame thrower takes a short time before really hurting, hammer swings all ways when walking with it, etc. Runestorm did their best to balance them out and, to my opinion, it worked out quite well. Freedom of how the players want to play their game is important. The heavy customizability of the mod provides this freedom. The big differences of hitting someone in the limb, body or head are there to add to the skill instead of decreasing it. Yes one can get lucky and shoot someone in the head with recoil. But one who has good aim will do more damage with each shot, as he manages to hit the body or head more often than the limbs. Also: Can't wait for the updates! Awesome news! |
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| Author: | Azarael [ Sun Dec 26, 2010 8:57 am ] |
| Post subject: | Re: The new news! |
Bjossi wrote: Azarael, the mod gives you complete freedom over what weapons appear in the game and in what slot. Set up your own server if you are unhappy with others. The most the devs can do is to make it the default behaviour to put G5, flamer, etc. into the super slot. But I fully agree about grenade timer bar and iron sights, these need to be resolved. And that's what I'm asking for. As far as I'm aware though I may be wrong, the G5 is used, by default, as a replacement for the Rocket Launcher. I have run BW servers in the past, but due to the difficulty in getting anyone to play the mod I've closed them within a month or two. Bulska wrote: Azarael, your first and last point I completely agree with, the others I don't. Yeah the frequency of super weapons in the game, especially Arena and Loadout, is quite frustrating. (Arena, customizable chance of weapon given on spawn?). However, with quick aiming, I find that it's possible to take out the guys with the big guns with a couple of well placed pistol shots. Most heavier weapons are slow, G5 has to fly the distance, flame thrower takes a short time before really hurting, hammer swings all ways when walking with it, etc. Runestorm did their best to balance them out and, to my opinion, it worked out quite well. Freedom of how the players want to play their game is important. The heavy customizability of the mod provides this freedom. The big differences of hitting someone in the limb, body or head are there to add to the skill instead of decreasing it. Yes one can get lucky and shoot someone in the head with recoil. But one who has good aim will do more damage with each shot, as he manages to hit the body or head more often than the limbs. I appreciate that you agree on ironsights and grenade cooking. I shall go into more detail on the second and third points. BW's default balance isn't as great as you think it is. It's all very well sitting here and theorycrafting about the intended weaknesses of weaponry, but some of us have actually played the game online and superweapons are just that: super. You realistically have no chance against certain weapons, and I'll list why: G5: MASSIVE BLAST RADIUS AND DAMAGE HOLY S**T + guided laser. Although I understand Kelly removed that for his update, it's still an extremely viable suicide weapon to make map control worthless. There's a reason the AVRiL in UT is impossible to use on infantry. LG: No aim required + throwing around disturbs aim and sights Flamer: Visual spam (tank weakness isn't enough) + effective from hipfire etc. These problems are likely to abate, however, if the other weapons are brought up to scratch by having workable sights. I know I didn't find them gamebreaking - merely annoying - with quick sights. On the issue of damage ranges... There is a reason why no shooter in living memory works the way BW does, with respect to extreme damage ranges - it's because it reduces skill by its very definition by introducing massive randomness into the game. In a game of skill, if I can hit someone more than he hits me with the same weapon, with the same hit location distribution (25% head, 25% body, 50% limb on each side, for example) and he can win, that's not skill, that's Bingo. Most CoD4 weapons work on simple mulipliers - 1.0x for body and 1.4x for head with the exception of sniper rifles for balance reasons, because you cannot be expected to be concentrating on aim in a game where weapons have significant recoil and sway and you can be killed in a split second. The massive disparities between potential damage outcomes are completely ridiculous and it is neither fun nor rewarding to be killed by someone simply because he lucked out with his damage ranges, which happens a hell of a lot given how wide they are and how unreasonable the differences between limb, body and head shots are. Last time I looked, internal organs are in the torso, limbs bleed and some calibres can take limbs off altogether. I'm aware that as is common, my presence in this thread is going to push it out of the boundaries of "fun" and into "inflammatory rhetoric hell." I'll close by stating that all I'm really here is for an assurance that the update will address at least the ironsights and walking speed. If that's done, I'll host and do the rest myself, and you will have my gratitude for taking the right step towards playability. EDIT: Something else - BW works badly with weaponlockers (Assault and Onslaught). I made an extremely lame workaround by causing ammo packs to spawn on weaponlockers, but a real fix would be great if possible. |
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| Author: | {ABA}Worlock [ Sun Dec 26, 2010 11:32 am ] |
| Post subject: | Re: The new news! |
^ Allot of it depends on how the server is setup (armor rating, speed, jump height, availability of weapons...) You can take out a G5 with a pistol or a knife head on. To many BW servers are setup poorly, and no one likes it so it dies. |
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| Author: | Azarael [ Sun Dec 26, 2010 11:36 am ] |
| Post subject: | Re: The new news! |
Absolutely. If you have the distance on a G5, even in 2.1, you can get your sights up and kill him before he kills you - assuming the map is configured that way. In a map such as Rankin or Asbestos, a G5 around a corner can stop a player who is timing in his tracks, and it is to this kind of map that I refer. |
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