I'll continue the thread here from the old forums with a list of changes so far: 1.05 Changelog: -Fixed: some players as commander were still crashing in relation to client-side physics -Fixed: scout's hide ability turning on and off when the player's rank was equal to or greater than Sergeant (E-4) -Fixed: scout being able to hide, then walk around freely while staying hidden by using binoculars -Modified: a hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds -Fixed: scout rifle being able to shoot faster by zooming/unzooming inbetween shots -Modified: decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull -Modified: spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat) -Modified: closing the MOTD screen will immediately bring up the team selection screen -Modified: increased mortar explosion radius from 150 inches to 210 inches -Fixed: turrets not shooting crouched players -Removed: auto-reload for those players who were complaining that it interfered with using melee after unloading a clip -Fixed: throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw -Modified: increased NF shotgun pistol damage from 10 to 12 per bullet -Added: in the F popup menu, added a "Kick Commander" button to the squad menu area which votes to kick the team's commander -Added: "emp_sv_kick_commander_be" and "emp_sv_kick_commander_nf" server side commands to automatically eject a team's commander from the command vehicle, just like if a vote to kick the commander succeeded -Added: on the scoreboard, the number of players for each team is listed next to the team's name -Modified: the Increased Movement skill no longer drains stamina continuously And one new map will be included, Emp_District that is a capture the flag, city based, infantry map.
good stuff, what about the bug with the turrets on the nf not shooting the med tanks on the be. When a scout is hiding are you ment to be able to see the eyes and the blood stains on the uniform cause it does give there position away quite easy. anything happening with escort to stop spawn spamming, also we getting any previews of the new map :D
Could you do the same for the grenadier mines as you did for the grenades? Make it so you don't swap back and forth constantly. It's not bad sometimes but when ti gets laggy it is often a pain in the butt to mine things, especially under fire. And will collision damage apply to the side you hit on, if so I might start putting forward facing armor on my 3-phased cheap jeeps. Loading up a 3-phase engine is dangerous now.
Changes look good. I'm glad Scouts are losing their amazing flashy screen, amusing as it was to scream "EPILEPSY MODE - ENGAGE!!" every time I reached 40 points. Maybe something should be done to shut the riflemen up until 1.06? I don't know about you, but the cries of "OMG REMOVE SCOUT RIFLE! IT ACTUALLY HAS A CHANCE OF KILLING US! RIFLEMEN ARE ANTI-INFANTRY, THAT MEANS THEY SHOULD NEVER DIE!" are getting kinda annoying for me.
Removed: auto-reload for those players who were complaining that it interfered with using melee after unloading a clip I don't want to see that go I like auto load how about a setting where players can choose to have autoload or not
Yeah, I was thinking about it. I was thinking of changing their Dig In skill. Instead of what it does now, I was thinking of making it so that if you're crouching when hit, half of the damage will be counted against your stamina and the other half will count against your health. That would decrease the mobility of rifleman by making them want to crouch and stay alive longer at the cost of no stamina. Another option is to boost their armor from 10% damage reduction to 20%.
Oh, FINALLY! Finally, a kick commander button. I just hope that it's done well, and not overpowered. I just wanna say that the fast pace of changes continues to astound me, Krenzo, and that if your crew ever started actually making games professionally, I'd be first on the pre-order list. Also, that dig-in modification sounds good. If I could throw in my two cents, I'd say check in with DonMegel-- he had a list of infantry changes on the old forum that were, though not deperatly needed, nice things to keep in mind.
Krenzo, if you increase rifleman armor I was suggesting that the riflement are allowed to survive 2 scout shots at fairly close range if and only if they have the health upgrade. This woudl give a good reason to take the upgrade and would mean a general armor increase anyway. Of course, point blank shots and very close shots would still be kills as all it would do is increase their hp against all weapons. Your dig in idea might be a good one as well.
If an arty shell or tank shell or grenade or any explosive bigger than this run on sentence were to land next to you or hit the turret in front of you, you would get knocked back to say the least. Leave it, makes the game more realistic. The real reason you guys forgot about it is because you got used to it and it wasn't a shock anymore when a tank shell blows up next to you and you get blasted back.
I like the dig in idea for rifleman, a lot. Just another request, can you perhaps have a beep or something when the clip is emptied? I rarely look at the ammo counter, so it'd suck to hear a *click* as my heads up.
Heck, a beep for every class when you hit something, client toggleable of course. I would love to have some way to tell if the shot that caused a huge blood stain actually registered with the server.