http://dl.dropbox.com/u/1415325/scripts/testscripts 0.3.rar newest version, did some one on one tests with several people to check lethality on living players (used bots before) also added in some custom sounds for the new weapons and stuff thank you for the people that helped me with various stuff and content my custom infantry scripts are nearing there adulthood, only thing i need now is a test with more then 5 players per team preferably on the map escort and 1 random commander map
Well, what can I see? I look forward to see these weapons in game Also - The Brenodi auto shotgun could have it's RoF nerfed, and I would prefre if the HMG would stay an HMG.(Altough, Flak-Gun/Anti-Tank gun hybrid firing explossive bullets would be nice too :} )
haha yea, the be autoshotty is kinda balanced though, probably one of the most balanced weapons i made and the fire rate "feels" good to me : / dont worry about overpowerdness its not "that" strong as he sound makes you believe i wanted to make each side unique so BE HMG as very heavy autoshotgun to counter nf's normal HMG made both weapons identical in function but still totally different to me its just a test concept btw, i was trying out different things, i first changed every weapon to something new and kept the ones i liked and replaced the ones i didnt like, then again and again and again when i liked the feel of all weapons i started balancing them somewhat
what? but the shotty pistol by far still has the most projectiles per shot... the auto shotgun has 7 pellets per shot the heavy auto shotgun has 10 pellets per shot the shotty pistol has 14 pellets per shot but can fire 2 times almost instantly, making for 28 pellets having there impact sprites floating at one time the total amount of impact sprites will go down in a big fire fight, but the chance exists that it will be a little higher in peaks of multiple people fiing the guns in sync (because i lowered the shotty pistols pellets to 10 and increased its damage to compensate = less chance for headhot criticals, but overall the same damages) conclusion; there is NO WAY this could compromise your frame rates, unless you synchronise the shots with 5 or 6 people, it should even be better on average
Blizzerd: Another infantry scripts? What have you changed? Can you make a list like this: http://forums.empiresmod.com/showpost.php?p=254324&postcount=209 Or at least post some explanations: http://forums.empiresmod.com/showpost.php?p=254327&postcount=210
made me lol, you cant just have one balanced weapon either all are balanced against eachother or none are ...
Well, It's not the pellets I think, but the sound. If you can notice, even when firing the shotty there is a small lag - altough not significant in my opinion. But with the BEAS(Asault Shotgun) and BEHAS(Heavy Auto-Shotgun) it has to fire multpiple shots per second, and this decreases the frame rate(Atleast, here on my comp it does). I think it would work fine if all "Shotgun/Multi-Shot" weapons would only play their sound once.
well, you can never balance everything 100% unless they are all identical, lets just they are balanced enough to make a death match fun and entertaining it might still show that some could be exploited in a way or whatever but yea since its an alpha or how would i call it yea balanced enough il try to do that tomorrow for the next version (i found a small bug in the vlc that makes guns sometimes blablabla but i can override it) also these infantry scripts are part of a total package of scripts redoing everything from vehicles, engines to armor to infantry, its just im releasing bit by bit once certain parts are releaseable
blizzerd, would you like House of Rage to host a playtest? We have been trying to use our server for more than just open play, and so far have had success with script/plugin playtests. Let me know what dates/times work well for you, or if you just want something run without you being around (not recommended) then I can talk it over with the clan and probably set something up that way.
any weekday besides Monday evening gtm+0 , and in the weekends not saturday morning gtm +0 edit; i had a 5 paragraph text of how gratefull i was, but it somehow dissipated just imagine me grateful, and typing stuff because i got to run now for lift http://dl.dropbox.com/u/1415325/scripts/testscripts 0.4.rar last version, still has some bugs but no more then petty annoyances (while buckshot guns are not influenced by accuracy upgrade as supposed to, the kick increases in stead of constant somehow when using accuracy upgrade) change log + explanation included in file or here http://dl.dropbox.com/u/1415325/scripts/gunscripts part A version 0.4.txt forgot to add in some grenades that swapped classes but try out and see for your self, gtg!
2.24D server up now, using part of the scripts (the ones that work for 2.24D) download + play http://dl.dropbox.com/u/1415325/scripts/testscripts 0.4.rar 81.19.209.199:27900
then dont expect my guns to... urgshsdsdsss anyway, i did a test on the server with mayama and omneh just now, mayama was not convinced about the rifles increment (its too slow to him, he wants super fast accuracy) and everyone agreed the smg's where very good at corner charging there are some issues with the hmg's that i might adress but as of now i am leaving the scripts to what they are