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| Ballistic Weapons Pack feedback - Bugs, questions, suggestions, and requests https://www.runestorm.com/forums/viewtopic.php?f=40&t=74252 |
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| Author: | Cockbite [ Tue Aug 11, 2009 12:59 am ] |
| Post subject: | Ballistic Weapons Pack feedback - Bugs, questions, suggestions, and requests |
After experiencing the awesomeness of the Pitbull Shotgun and Thor Lightning Gun I decided to try out the Ballistic Weapons Pack. Afterwards, I figured I should come here and post my thoughts and observations. You may have already found/fixed the bugs or implemented the suggestions, but here there just in case you haven't. General Opinions It has been a while since I played a game that required me to reload weapons. I didn't like the idea at first, but I'm getting used to it. I still don't particularly care for the recoil. I hate almost all Assault Rifles and full Machine Guns regardless of who made them and how awesome the models look. Major Bugs MRT6 Shotgun Pistol Shooting a bot while moving forward results in the bot disappearing from the map (possibly taking your flag with it). The radar seems to indicate that the bot is transported somewhere very far beyond the physical boundaries of the map. The sound also stops working; everything was silent until I restarted the game. Being shot by a bot that is moving forward results in the game locking up (as well as your PC). It took 30-60 seconds for the system to respond to Alt-Tab so I could force the game to close. Minor Bugs Katana The in-game pickup model must be at least 50, if not 100, feet tall. Although mildly humorous, I assume it isn't supposed to be like this. M290 Shotgun This gun has no muzzle flash or projectiles. X4 Knife The Alt-Fire uses the Katana's death message. M925 Machinegun The ammo pickup message is just "Ammo". Deermaster Rifle The death messages refer to it as a "Marlin Rifle". The ammo pickup message is just "Ammo". MRS38 Shotgun The ammo pickup message is just "Ammo". XMK5 Sub-Machinegun This weapon has no muzzle flash (an attribute that appears to be associated with silencers), but it's also too loud to be equipped with a silencer. Fifty9 Sub-Machinegun The ammo pickup message is "SRS900 Rounds". This appears to just be a simple copy/paste error in the Localization file. Questions Can bots "hear" silenced guns? How loud are they to other humans? What's the basic "hearing range" for them? I know that normally a bot can "hear" anything you do. If you jump, shoot a gun, pick up a powerup, or do anything else that makes noise, a bot will "hear" it and know your exact position no matter where the two of you happen to be located at the time. (They can also use their hearing to predict where you are going.) I was just wondering how silenced the silenced weapons actually are. Suggestions and Minor Requests RS8 Pistol (Silenced) I would love to see dual wield capability on these. (akimbo?) (One gun in each hand.) How about pistol whip for the Alt-Fire mode? It would be the same as the Alt-Fire on the Fifty9 SMG, but with just the barrel instead of a knife. XRS10 Machine-Pistol (Silenced) Again, I would love to see dual wield capability on these. Fifty9 Sub-Machinegun I would also love to see dual wield capability on these. It would be nice if the Alt-Fire had its own death message instead of using the Primary's. How about these? "`k stabbed `o with a Fifty9." "`k cut `o's head off with a Fifty9." I think it would make more sense if the Alt-Fire did not trigger a reload. When you're in the middle of a firefight and you empty your clip, you could just run up and stab the enemy instead of having to reload. M50 Assault Rifle That big tube under the main gun barrel looks an awful lot like a M203 40mm Grenade Launcher attachment. Do you think you could make it shoot grenades? Major Requests (New Weapons) Milkor 32M MGL (MGL-140) (Multi Shot Grenade Launcher) The M32 'six shooter' grenade launcher fire grenades from a cylindrical (revolving) chamber. Primary fire shots a grenade. Alt-Fire changes the grenade type (similar to the default Rocket Launcher). Possible grenade types include High Explosive Rounds, Incendiary Rounds, and Toxic Smoke Rounds (smoke cloud makes it hard to see and deals damage over time). This weapon don't don't seem very reload friendly at all, so I think it would be best as a standard weapon (like the Pitbull and Lightning Gun). M79 'Blooper' Grenade Launcher An less preferred alternative to the MGL. If you are interested in making a reload friendly grenade launcher, than this is it. Fire modes could be the same as the MGL, or the secondary can be replaced with something else or just removed completely. Pre-Post Edit I was going to suggest Poisoned Throwing Knives, a Flamethrower and a Railgun too (as well as a couple other things), but during the course of typing this post I made several Google searches. One of those searches lead me right back here to the Ballistic Weapons Wiki. After reading through some of it, I realized that half of my suggestions were already part of the previous Ballistic Weapons Mod. I don't know what your current plans are, but considering the excellent job you have done at partially porting most of the previous version to UT3 I think it would be awesome if you guys would port over the rest. I'm specifically interested in the Flamethrower, Railgun, (Poisoned?) Throwing Knives (X3), the rest of the "Grenades and Traps" category, and the Alt-Fire of the Minigun. That's all for now. You guys are awesome; keep up the great work. I am honestly looking forward to any new releases from RuneStorm (updates or new material). |
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| Author: | BlackEagle [ Tue Aug 11, 2009 1:36 am ] |
| Post subject: | Ballistic Weapons Pack feedback - Bugs, questions, suggestions, and requests |
Thanx for the info, we shal look into them if & when we get the time. |
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