Why not make it so that some rockets start in a 45 or 90 angle? The problem is that most stuff atm looks so similar D: Our community modelers should be able to model some different rocket and shell models. AHAND MAKE IT SO DIFFERENT TYPE OF ROCKETS have a different colored trail
Sorry not gonna read all 3 post im drunk Tested it earlier and I really really loved the selection! Two things that bother me a bit, and now that im writing these maybe 3 1. Now you cant mix and match research, comm role is even dumber with researching 1 tree and sticking with it 2. Siege cannon (from what ive tested) is worthless, not enough damage to do much in tank combat. If it owns infantry than its just an heavy nuke. I can get the idea where people with it equipped sit back and shell kind of like an arty <-- arty role. Havent tested AOE and such 3. when I wrote that it reminded me, bio is bugged. I tryed the bio arty cannon it didnt degen the armor at all. Zeke also was raping me with the bio 1 slot MG and no damage at all. 4. (was meant to be 3!) Balance.. going to be really hard but I'm up the the task There was prolly 1 more but brain fart so fuck. FUCK YES I REMEBERED FIVE Organic armor bugged. Correct me if I'm wrong but it is supposed to regen plates fully owned? I got my front two plates taken off as a light tank and ran about for about 30-45 seconds and the fronts did not regenerate
make it so the "growing ammo" of bio really refills with time edit: from how the weapons feel: autocannon feels to slow the fast missiles dont fly fast imo
Whats the difference? Faster regen? I think the armor would be worth it if it regenned plates that have been destoryed, its what the descption leads to believe anyways
QFT Biology - same damage with a bio effect after Chemisty - more damage Physics - (maybe 5-10 more damage) adds heat Mech apt - RPG reload time halfed Reactive - RPG missels fly twice as fast, or guide better Also plain rpgs need a buff, grens are useless now when fighting tanks. I guess if some sort of research like this could be implemented quickly through research it would balance out. Otherwise gren is just a rifleman that makes boom
What about giving electricity "long range tazers"? Just a mg with different sound/tracer sprite. I think every tree should feel and look unique
I want to keep the scatter cannon. The mg, I don't really care it was mainly a test (shotgun like weapon, crashed server the first time :p) Infantry researches need coding, I think its already on the big and growing maybe list. Particle effects themselves are not the problem, ark told me the particle stuff needs code implementation first. Org armor, well I did it in a minute and upped the regeneration effect. No other big change obviously. Growing ammo: Pointless feature, have some imagination it's just a weapon description @communism: I'm glad siege cannon is worthless against tanks, thats exactly how it is supposed to be. Yea the whole bio section is massively bugged it seems, might be a code bug or I was just too tired. The lack of "mix and match" is necessary, else we have 90% useless researches again because no one dares try something new. If the new weapons work out we can always go back to a "mix and match" research tree, BUT with a lot more knowledge and balance done because everything is likely to be tried out by individual players. I'm increasing the higher tier auto-cannon rate of fire. Fast missiles fly fast enough, any faster and cannons become obsolete. They are not meant as main weapons, phys has enough good weapons already. Going to decrease the amount of missiles the higher tier salvos fire, too much strain on servers afaik.
Scatter cannon needs some tweaking if its here to stay. Its 20 damage a shell firing 3 a shot, your better off getting the auto cannon and harassing from range. It would work out as an NF light maybe, I tried ramming NF heavies as BE medium and the firepower just wasn't enough ooohhh and was I the only person that totally thought those new machine guns and chainguns locked onto infantry at first haha
Descriptions too witty for you? Sorry, need to run them through the dumbifier ;P Anyways the scatter is meant for close range. If you use it for longer range I don't expect it to be efficient against anything but buildings. In closer range you can use it to pepper a few shots into tanks (while speeding by for example). Also note that 3 shells are more likely to wound infantry than 1 shell. It is NOT a weapon that should give you good firepower.
Drunkifier :/ Yeah it is a good anti infantry weapon but I see it as kinda worthless atm. No tanks are really capable of drive by's cept the light maybe ( swarm missle already). Maybe increase the amount of shells it fires but increase the reload time? 5 maybe? Maybe make it so 100 damage if all hit and have the reload reinforce hit and run tactics But this seems like a cannon only viable to BE meds (which I like),when/if it gets buffed a bit
Well its a mechanical weapon, they are meant to be average but cheap and light as hell. More than 3 shells might become a problem, every shell has it's own physics calculation during the flight. Too much spam = "lag"death. An increase to overall 100 dmg is possible if the reload time is increased. Anyways, updated version of scripts here and in first post. http://dl.getdropbox.com/u/534848/15MarchTestScripts.rar Description changes not in yet, reasons above. Edit Latests changes: - Moved arty research back down a notch before heavy tank chassis. - MKii vehicles moved down to upgraded chassis again. - Changed mkii LT to have 2 one-slotted mls instead of one two slotted. This is basically for testing and fits the other changes (there are a lot more 1 slot weapons available now) If the 2.23 mkii lt works out better this one can be used. - fixed a bug preventing most of the bio weapons to show up - various stuff Looking into / thinking about: - temporary "anti light tank" weapons until a new afv or lt model is done, basically weapons with higher gravity rating (tier 1) that have an easier time hitting small targets closer to the tank. - high tier engines - Sorting all chassis upgrades, rpg upgrades, spawn point researches, turrets, whatnot into a sixth tree called "Logistics" (30 sec research time, 100 res cost) - Keeping 2.22 armor values for the normal armors with slight modifications - Using 2.23 armors values for the "high tier" armors
Okay another test. - 3 slot grenade launchers - swarm missile spread needs to be bigger - lethal virus mg pointless - scatter mg fubar (still -.-)
what about making the high tier anti vehicle mgs with a computer automatical fire if you have a target in the cross hair. Like a 10 round burst.
I'd REALLY love to test these, but no one will pm me the svn password. Dizzy hasn't responded in 2 weeks..
How about downloading 2.23. Make a backup of the script folder. Then put the customized scripts in. To revert put the backup back in. Done and done.