All Out War II: X -R8: Now with Rhinos, Lightning Troopers, and more!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Should destroying enemy buildings also deduct enemy tickets?

 
Total votes: 0

Catastrophe
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RE: All Out War II: X -R7: Experimental balance patch.

#181

Post by Catastrophe » Sat Jun 28, 2014 5:34 pm

AOW2 Feedback Giver wrote:
Catastrophe wrote:
jdagenet wrote: I'm just going to throw this out there -- I think the Rifle should be combined with the Machine Gun like in the older versions of AOW and just remove the Rifle from the class menu entirely.
This might compensate for the Machine Gun being not that great.
I disagree, a weapon shouldn't be both good close range and long range, it'd be too versatile for only 300 credits.
>implying machine gun is good at any range
This would have more merit if the machine gun was worth the button presses it takes to select the class.
Well if you tap it instead of hold it, the machinegun magically becomes a long range weapon. I have seen ermac dominate games with the machinegun,
Last edited by Catastrophe on Sat Jun 28, 2014 5:34 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#182

Post by Dark-Assassin » Sun Jun 29, 2014 4:53 am

Reminds me of the vanilla Chaingun Sniping.

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RE: All Out War II: X -R7: Experimental balance patch.

#183

Post by Konda » Sun Jun 29, 2014 2:08 pm

For time cop: I suggest merging the boost and slow powerups into one powerup - if you hit your ally, the player gets speed boost; if you hit your enemy, the enemy gets slown down. Same goes for fly & weak powerups. It saves time & space. Kind of like the time gun from v15.

Another thing I like from v15 is the class swap crate. It is annoying since you're no longer the class you chose to be (assuming you had a speciffic reason you chose that class) but sometimes it may be useful. I think that'd be a good replacement for the disarm crate. Especially since disarm and reisgn crate are almost the same. In most cases you are better off going back to base and resigning if you get a disarm crate.
Last edited by Konda on Sun Jun 29, 2014 2:09 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#184

Post by Konda » Sun Jun 29, 2014 7:22 pm

Also, the red doomsphere-like screen for berserker is killing the eyes...

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RE: All Out War II: X -R7: Experimental balance patch.

#185

Post by De-M-oN » Sun Jun 29, 2014 8:16 pm

Oh yes the berserk.

My only problem with it is, that I cant distinguish player or enemy with this well, because all is drawn in red color.

Could it somehow exclude the sprites?

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RE: All Out War II: X -R7: Experimental balance patch.

#186

Post by CloudFlash » Mon Jun 30, 2014 8:32 am

De-M-oN wrote: Oh yes the berserk.

My only problem with it is, that I cant distinguish player or enemy with this well, because all is drawn in red color.

Could it somehow exclude the sprites?
You still have those green leaf thingies above your teammates' heads. That's enough to recognise teammates (at least for me...)
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RE: All Out War II: X -R7: Experimental balance patch.

#187

Post by Medicris » Mon Jun 30, 2014 10:41 am

De-M-oN wrote: Oh yes the berserk.

My only problem with it is, that I cant distinguish player or enemy with this well, because all is drawn in red color.

Could it somehow exclude the sprites?
The clear solution is to PUNCH EVERYTHING

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RE: All Out War II: X -R7: Experimental balance patch.

#188

Post by Ivan » Mon Jun 30, 2014 2:03 pm

I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
- Chainsaw somehow hurts me from ridiculous ranges, like, I see myself not being close to the guy at all but I die. This happens at both players having 120-140 ping. Might want to fix that, it gets frustrating really fast.
- Flaming swordsman... I paid 900 credits for it and it did NOTHING. ABSOLUTE SHIT! I don't get the point of it either.
- Resign crates... wtf is the point of it? It seems to be picked often nowadays too for some reason, I had that 5 times in a game, causing me to RQ :(((
- The Sniper should 1 hit the fast classes like gunman, scout etc.

Other than that, I guess it's fine.
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RE: All Out War II: X -R7: Experimental balance patch.

#189

Post by De-M-oN » Mon Jun 30, 2014 6:06 pm

For the sniper would be nice if you could do headshots with it.

And that doom can do something like this shows Brutal Doom.

Headshots should do way more damage. And with a fast game like AOW it isnt that easy to do a headshot.
You still have those green leaf thingies above your teammates' heads. That's enough to recognise teammates (at least for me...)
hm yes. that helps then.

I still would prefer it better distinguishable

Just dont render sprites red as well would help it.
Last edited by De-M-oN on Mon Jun 30, 2014 6:08 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#190

Post by AOW2 Feedback Giver » Tue Jul 01, 2014 1:04 am

Ivan wrote: I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
Great joke 10/10 tell it again!
Ivan wrote: - Chainsaw somehow hurts me from ridiculous ranges, like, I see myself not being close to the guy at all but I die. This happens at both players having 120-140 ping. Might want to fix that, it gets frustrating really fast.
That's a little thing called "120+ ping is kind of high and shit that doesn't make sense is going to happen". Though curiously it also means hitscan attacks seem to register far more reliably...
Ivan wrote: - Flaming swordsman... I paid 900 credits for it and it did NOTHING. ABSOLUTE SHIT! I don't get the point of it either.
- Resign crates... wtf is the point of it? It seems to be picked often nowadays too for some reason, I had that 5 times in a game, causing me to RQ :(((
- The Sniper should 1 hit the fast classes like gunman, scout etc.
Other than that, I guess it's fine.
Catastrophe wrote: Well if you tap it instead of hold it, the machinegun magically becomes a long range weapon. I have seen ermac dominate games with the machinegun,
Kind of like the SMG's burst fire, eh? It could just be that hit detection in Zandronum is unreliable as shit in general, but that doesn't seem to help much either, even with a target in the center of the crosshairs. I hate to suggest this, I really do, but hitmarkers could be a good addition to AOW.
Actually, screw that! Multiplayer is the one place where some sort of feedback that a shot has actually registered is reasonable and logical for multiplayer games.

Also, Ermac plays? I never see him do more than connect, sit in spec mode, disconnect, repeat these days.

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RE: All Out War II: X -R7: Experimental balance patch.

#191

Post by Catastrophe » Tue Jul 01, 2014 1:18 am

Ivan wrote: I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
I think you might be exaggerating a bit here...
Ivan wrote: - Chainsaw somehow hurts me from ridiculous ranges, like, I see myself not being close to the guy at all but I die. This happens at both players having 120-140 ping. Might want to fix that, it gets frustrating really fast.
Well yeah, melee is strong in this patch, keep your distance and be weary of
your ping. Though chainsaw is getting nerfed next patch so no worries.
Aow Feedback Giver wrote: That's a little thing called "120+ ping is kind of high and shit that doesn't make sense is going to happen". Though curiously it also means hitscan attacks seem to register far more reliably...
Because zandronum's unlagged only works for hitscan based weapons iirc. I could make melee weapons into hitscan with a very short range so unlagged applies to it. Up to you guys.
Ivan wrote: - Flaming swordsman... I paid 900 credits for it and it did NOTHING. ABSOLUTE SHIT! I don't get the point of it either.
His price is being lowered next version.
Ivan wrote: - Resign crates... wtf is the point of it? It seems to be picked often nowadays too for some reason, I had that 5 times in a game, causing me to RQ :(((
Yeah I saw one guy get the bomb crate five times in a row as well. This is Zandronum's built in random() at its' finest.
Ivan wrote: - The Sniper should 1 hit the fast classes like gunman, scout etc.
Other than that, I guess it's fine.
Sorry but no, sniper is very strong as it is and his weakness is fast classes, rather not take away his weakness.
Aow Feedback Giver wrote: Kind of like the SMG's burst fire, eh? It could just be that hit detection in Zandronum is unreliable as shit in general, but that doesn't seem to help much either, even with a target in the center of the crosshairs. I hate to suggest this, I really do, but hitmarkers could be a good addition to AOW.
Actually, screw that! Multiplayer is the one place where some sort of feedback that a shot has actually registered is reasonable and logical for multiplayer games.
Zandronum's hit detection for hitscan weapons is pretty good, everything else will probably suck past 150 ping. I could add hit markers pretty easily, but not priority atm.

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RE: All Out War II: X -R7: Experimental balance patch.

#192

Post by Ivan » Tue Jul 01, 2014 2:51 am

Catastrophe wrote:
Ivan wrote: I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
I think you might be exaggerating a bit here...
Uh, no I'm not. I decided to go for my old favorite SSG class, and guess what happened? I got simply one shot by INCREDIBLY FAST BRAIN DEAD CHAINSAW USERS. Like, what's the point in even going this class if he simply can't be one of the contenders in the melee battles? That's just absurd...
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RE: All Out War II: X -R7: Experimental balance patch.

#193

Post by Catastrophe » Tue Jul 01, 2014 3:21 am

Ivan wrote:
Catastrophe wrote:
Ivan wrote: I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
I think you might be exaggerating a bit here...
Uh, no I'm not. I decided to go for my old favorite SSG class, and guess what happened? I got simply one shot by INCREDIBLY FAST BRAIN DEAD CHAINSAW USERS. Like, what's the point in even going this class if he simply can't be one of the contenders in the melee battles? That's just absurd...
Sorry but the SSG simply shits on chainsawers because SSG will 1 hit ko chainsawers vs. the amount of time it takes for them to kill you.

In other news...
Konda wrote:I would also like to suggest that the price discount for classes/mechs should be displayed while they are being highlighted/selected in the menu, not after the purchase.
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Last edited by Catastrophe on Tue Jul 01, 2014 6:46 am, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#194

Post by Ivan » Tue Jul 01, 2014 2:10 pm

Catastrophe wrote:
Ivan wrote:
Catastrophe wrote:
Ivan wrote: I have some complaints after playing this experimental patch:

- SSG guy seems completely out of place and useless now. Chainsaw simply outrules him in every aspect.
I think you might be exaggerating a bit here...
Uh, no I'm not. I decided to go for my old favorite SSG class, and guess what happened? I got simply one shot by INCREDIBLY FAST BRAIN DEAD CHAINSAW USERS. Like, what's the point in even going this class if he simply can't be one of the contenders in the melee battles? That's just absurd...
Sorry but the SSG simply shits on chainsawers because SSG will 1 hit ko chainsawers vs. the amount of time it takes for them to kill you.

In other news...
Konda wrote:I would also like to suggest that the price discount for classes/mechs should be displayed while they are being highlighted/selected in the menu, not after the purchase.
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Sure it can take one hit to bring one down, but let me ask you this: How are you going to land that one perfect shot if they simply run like shit with that chainsaw firing constantly and gibbing you with little to no effort? I mean, it makes no sense. Why should a chainsaw accelerate you when you press the fire key? My main complaint with that is simply this. This speed boost is what makes it kill you from silly distances, and what makes it easy to kill a SSG class.

Also, that class cost display change is perfect! Was going to suggest it as well but forgot.
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=== Death and Decay - A new Monster/Weapon replacer ===

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RE: All Out War II: X -R7: Experimental balance patch.

#195

Post by Catastrophe » Tue Jul 01, 2014 4:50 pm

Ivan wrote: Sure it can take one hit to bring one down, but let me ask you this: How are you going to land that one perfect shot if they simply run like shit with that chainsaw firing constantly and gibbing you with little to no effort? I mean, it makes no sense. Why should a chainsaw accelerate you when you press the fire key? My main complaint with that is simply this. This speed boost is what makes it kill you from silly distances, and what makes it easy to kill a SSG class.
By predicting where they are going to go.

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RE: All Out War II: X -R7: Experimental balance patch.

#196

Post by Catastrophe » Tue Jul 01, 2014 7:33 pm

Bump, please vote on the chainsaw + SSG poll: https://docs.google.com/forms/d/1l3KOdD ... =send_form

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RE: All Out War II: X -R7: Poll #3 is out!

#197

Post by ibm5155 » Tue Jul 01, 2014 11:50 pm

well, for me you broke the mod that wasn't that bad balanced.

I'm seeing people running at 1k speed with any gun because of that scout class. People with ssg now run too fast, so it's a pain in the ass to kill it, and the thing that pissed me off was utily guy couldn't get money, life or ammo >.<

Also, I played that first map there were that places where mechs could go there, + that annoy airattack on your own base >.<
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RE: All Out War II: X -R7: Poll #3 is out!

#198

Post by Catastrophe » Wed Jul 02, 2014 12:11 am

ibm5155 wrote: I'm seeing people running at 1k speed with any gun because of that scout class. People with ssg now run too fast, so it's a pain in the ass to kill it,
Impossible. Scout cannot pick any items up.

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RE: All Out War II: X -R7: Poll #3 is out!

#199

Post by ibm5155 » Wed Jul 02, 2014 1:48 pm

Catastrophe wrote:
ibm5155 wrote: I'm seeing people running at 1k speed with any gun because of that scout class. People with ssg now run too fast, so it's a pain in the ass to kill it,
Impossible. Scout cannot pick any items up.
Idk this, but, they can take addons, like a granade launcher, chainsaw,...

Also, the ssg class itself is fast, if my aim didn't sucked so much I would be able to destroy the refinary from blues alone '-'...

And yes that aircraft attack really annoy, on that day, I got like 7 air strikes on my base '-', and the second one hit alot of bombs, destroying the obelisk '-'...

But for now what pisses me off more is the utily guy not be abble to get medkits and ammo to charge his gun, that way was impocible to make defences since with some hits i needed to go away to use that siringue D:
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RE: All Out War II: X -R7: Poll #3 is out!

#200

Post by CloudFlash » Wed Jul 02, 2014 2:13 pm

I think that util should be able to at least pick up money and health. I mean, sure, he needed nerf, but taking his ability to pick up anything at all is kinda, like, overkill.
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