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Post by herby on Mar 19, 2017 16:34:38 GMT
I've addressed this for the next version. Less at min range does not work with lasers. Can't be done. Upped the damage, that's all I could do. Thanks When I type something gets lost in the process... I think it's inflections and facial expressions. Sometimes I come off harsh or critical when I don't mean to be. I guess I tend to make excuses for my inability to "kick yer ass" in MW3 Can't make it today. Have to mow the stupid yard. You won't have Herby to kick around and rack up kill points on today
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Post by StoneWall on Mar 19, 2017 18:16:47 GMT
I will test combos of flamers where they aren't being boated, mixed in with 1 or 2 other weapons, today on regular heat maps. I can then give a better idea of heat suggestions 10 flamers.
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Post by StoneWall on Mar 20, 2017 11:31:14 GMT
Good convo about flamers yesterday Freako.
I will link to the video below, but I noticed during a fight with Paul and another fight in the water, my Light AC2s were sometimes shooting a few rounds straight into the ground. Could this be a bug? Another good time stamp to check out is at 8:30.
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Post by AncientxFreako on Mar 20, 2017 11:46:19 GMT
That's not a bug. It's a mech design flaw. There are two guns on the champion that are mounted on the pelvis, which don't follow the torso when you turn the torso, they still shoot in the direction of the pelvis. I could try and mount them in the proper firepoints for weapons mod 2.2
It also might be because you use freelook. Next time you use that mech try it without freelook and see if they all shoot in the same direction. Some mechs have a problem shooting firepoints all together when using freelook.
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Post by herby on Mar 20, 2017 15:52:33 GMT
Off topic but freelock keeps being brought up.
Toggle_Torso_Mode: Unlocks the reticle but does not unbind it from the torso, enabling free but forward (torso) facing movement of the reticle. The drawback is that while in this mode the torso is locked in position. The advantage is that the entire screen is open to targeting without any delay.
Freelock: Unbinds the reticle from the torso. Enables arm (weapon) movement independent of torso position. The drawback is that only the weapons facing in the direction of the reticle can be fired. The advantage is that when firing to the side, only that side of the mech is exposed to the target.
The reasons I'm bringing this up (freelock): Have you tried it with the the Champion's pelvic weapons? Also, I'm curious if anyone has experimented with it. I've tried it with other mechs and it doesn't remove the delay but it seems to be an optional tactic for circle fighting. When you lose an arm, reverse directions and use the other arm.
I did notice that Stoney uses a combination of the two...
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Post by AncientxFreako on Mar 21, 2017 9:45:48 GMT
So, since there are really only 4 of us voting on this thread, I finally put my vote in. Truth is, I made the change a week ago and wanted to wait for the vote. The switch was much easier than I thought originally and won't present a conflict with textures. It looks great, and it works out perfectly because the animation for small lasers actually looks like more of a focused beam, which fits the description of why it all makes sense.
Flamers: I've got a working model of what I want to do. They fire a continuous stream of flame-balls (that's the only way it can be done with the original animation) and I"ve been working to balance heat imparted vs internal heat, and Stonewall and I will give it a test run sometime soon. I'm a little worried that this is going to create more lag in games and possibly cause players to get lag-booted from games, but we'll see. I'm shooting for a balance that will allow 6 flamers to be barely useable because they generate so much heat, and also cause mechs to shutdown. Ultimately I don't think it's possible to create a way to avoid the Nuke/death of a mech from overheating. I might fool around with Fire's idea of "salvos" of flamers, because the recycle time between salvos might just be the key to making a mech shut down without killing it, but that might not work.
Update: I tried it, and it did work. In fact, it works so well it's perfect! The recycle time allows you to shutdown someone's mech without killing them. And 4 flamers is about the limit, 3 can shut down the average mech loading 15 double heat sinks on the coolest warm map there is, the mission 3 world. But it's harder to use because you have to focus the flames on the target, sort of like it was for the old style pulse lasers (only with the flamer). It will be harder to lag-shoot than before. 4 is a lot to heat-manage, 6 will be very difficult even if you load a lot of heat sinks. The point is that if you want to use flamers you'll have to make sacrifices. I'm not worried about how they'll behave on an ice map...I imagine they'll be tougher to use than before but still cause one shot kills...but in a c1 game you've got to learn to have enough skill to deal with them anyway, and in a c6 game all you need is a streak missile boat to deal with flamer boats. So to me, flamers on ice is a non-issue.
I only wish I could bring the mech nuke to multiplayer, then players would pay a heavy price for those one-shot kills.
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Post by AncientxFreako on Mar 21, 2017 19:27:06 GMT
Oh, I also lowered the flamer's range back down to its original range, 120 meters.
Also, the more I work on 2.2 the more things I see I need to tweak, so it may take a little time to get it done.
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Post by herby on Mar 22, 2017 4:05:30 GMT
Something that's been bothering me is the hud static with damage. I've been watching a lot of videos lately and it's really hard to figure out what's going on. Also when piloting it seems to go useless almost immediately. It seems the display goes 'wonk' almost immediately after a hit and it never recovers. Could the static be reduced some? Maybe make it harder to 'wonk' it?
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Post by AncientxFreako on Mar 22, 2017 9:48:51 GMT
I'll look into it.
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Post by herby on Mar 28, 2017 20:03:45 GMT
I played with the lasers today. I'm pretty happy with the results.
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Post by herby on Mar 28, 2017 20:52:17 GMT
Had a question about "instant action". I set up a match with one opponent. The game was "Battle". I wanted time to play with the lasers without enemy mechs in the way; shooting at objects. Dispatch the enemy quickly and look for targets. Getting the feel of what the lasers and PPCs do. It seems after you kill the enemy you have some time to mess around but there's a time limit of maybe 10 minutes after you win the game. Then the match resets.
My question is: can this "after win" time be extended some how? Apparently there's a timer on it that may be tweaked.
The reason I'm asking is, I'd like to stay longer and just explore more areas. I noticed there's no boundary limits and I can roam from OP to OP... ...but I don't want a mech following me around and shooting at me while I'm trying out different weapons and exploring.
[edit] Went back into the game later and tried a different scenario. I figured I'd lure the enemy into a tight place and disable one of his legs so he couldn't follow but I never was able to leave the mission area. I wonder if it has to do with the "end of Mission" after you defeat the enemy. It may take all the triggers away. Have to try it...
[edit] Well... that was a bust. Apparently you can't go from OP to OP... but I did... once. Must have been a glitch because I was all over the place. I went from mission 1 OP2 to OP1 then strolled over to OP3 and OP4. Was in the middle of OP4 by the planetary lasers and was going to go on but the game reset. Never got a "Leaving Mission Area"...
[edit] Nope. Can't repeat it. It was a glitch. Bummer. Never mind.
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Post by StoneWall on Mar 28, 2017 23:52:38 GMT
One thing you could try is launching the game and selecting Multiplayer --> TC/IP Game and host your own. There you can run around in maps with whatever time limit you want without any AI Mechs shooting you. I have done this numerous times looking at maps and trying builds.
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Post by AncientxFreako on Mar 29, 2017 10:13:16 GMT
Herby there are IA scenarios that I modded that don't have mission boundaries, but I didn't get rid of all of them. I don't know what scenario you were playing so I can't say. Also, I've never run into this time limit thing you're talking about. Tell me exactly what scenario it was and I'll look into it.
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Post by AncientxFreako on Mar 29, 2017 10:23:52 GMT
Btw, I've been working on another version of the weapons mod this week. It will include everything from 2.2 plus some more new stock mechs, (one just for you Herby) and some sound enhancements and other weapons adjustments. I decided the Ultra AC's were not hot enough (not hot at all) This makes the 20's way too powerful. Back in the day Ultra AC20's ran a little hot and for my first iteration of the mod I wanted to try cooling them down especially since they're now single-shot mode, but it just makes them too powerful. Battletech always has pluses and minuses, give and take. The regular AC's will remain the same as they were, cool-running, because they have twice the recycle time. Also created a new, "less powerful sounding" firing sound for ERsmall lasers. Might do the same for the mediums. I'm also thinking about the "tink" sound that happens when you get shot in the cockpit and the glass crack happens...I want to add the sound of armor becoming slag to the "tink" because the canopy is actually not glass, but see-thru armor. Might mess with the "crack" animation too.
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Post by herby on Mar 29, 2017 15:51:31 GMT
...I don't know what scenario you were playing so I can't say. Also, I've never run into this time limit thing you're talking about. Tell me exactly what scenario it was and I'll look into it. It was Big Lake. (the map was Mission 1, OP 2). Long story short - I moved past the greenhouses and was heading for the long bridge when the game just reset and I was back at the prelaunch screen. No voice saying anything about mission boundaries. I'm thinking it was a glitch and I was past the boundaries but the game response just lagged for maybe 20 or 30 seconds. When I tried it again I got the mission boundary warning every time. My own mech?!? Wow! I'm special. Thank you very much  I'm also very excited to learn that there are more adjustments that are applicable. It's very encouraging to know that there is always room for adjustments or improvements. I guess it's not surprising that I was under the impression that you had a very narrow view when it came to suggestions. It's understandable because you're the veteran and mod author and I'm the annoying noob who's constantly making waves; like the pesky little dog that's always trying to pee on your leg.
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