All Out War 2: Zeta Project [Looking for someone to take this over]
Posted: Sun Nov 06, 2016 8:56 pm
This mod is surpassed by All Out War 2.2 viewtopic.php?t=8320
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
I don't remember, either post it here or on the suggestions page.madcat wrote:Has Swordgrunt had the new turret sprites? (rifle turret with Strife Stalker's head as a gun, Gun turret with only one chaingun instead of two and Mech turret with Strife Crusader's gun on it)
Well here it is https://www.dropbox.com/s/rozwr6n7fup5a ... .rar?raw=1Catastrophe wrote:I don't remember, either post it here or on the suggestions page.madcat wrote:Has Swordgrunt had the new turret sprites? (rifle turret with Strife Stalker's head as a gun, Gun turret with only one chaingun instead of two and Mech turret with Strife Crusader's gun on it)
No, just increase the chance of getting it from the crate.Galactus wrote:Adding the Blood Revolver to Open Deck
I don't really like this idea, though I suspect a 5% - 8% increase in speed might work. I really don't see any issues with the speed of the class now to be honest.Galactus wrote:Buffing the speed of the Shotgun class
Or just use Advanced Harvester.Galactus wrote:Adding a high-speed refine class
i agree fun manyArghantyl wrote:If aow 2 rebecome a game where mechs can destroy buildings it will be worthy of it.
Well that's your opinion but I think every powerup should be available through Open Deck.jdagenet wrote: No, just increase the chance of getting it from the crate.
Heh, I should really check out the changelog morejdagenet wrote: I don't really like this idea, though I suspect a 5% - 8% increase in speed might work. I really don't see any issues with the speed of the class now to be honest.
EDIT: Not sure if you know but I just looked at the changelog and the Shotgunner speed was increased from 80% to 90%.
To be honest the advanced harvester class is still kinda slow, a weak high-speed refining class would be nicer in my opinion.jdagenet wrote:Or just use Advanced Harvester.
Most Tiberium fields are in small, tight locations that a mech can't reach, not to mention that some maps don't even have a War Factory...madcat wrote:This might be a crazy idea but still...how about a harvester mech - slow, poorly armed, but able of harvesting 4 crystals instead of just one?
See I think the issue here is that in a low-medium density server, having more than one teammate go Tiberium harvester is a real critical blow towards the team's fighting power. Tib harvesters can't defend themselves for shit and having more than one running around getting a measly $75($150 with adv refining but its rare to see that being bought) per person every 30-45 seconds(depending on map layout) is a horrible idea. You're sacrificing your fighting capability for some low levels of cash at a very slow rate. In fact I rarely see people playing Tiberium harvesters in servers in the first place, most people just go as offensive fighting classes and begin to engage with the enemy which i think really shows how insignificant of an impact Tiberium harvester makes and how he's just not a viable class. Of course he can be beneficial under certain circumstances such as when his team has enough attack power and as such they can reserve for one, maybe two of their players to go and grind some extra cash but as of now, I seldom see a reason for Tiberium harvester to be picked in nearly any situation.jdagenet wrote:Most Tiberium fields are in small, tight locations that a mech can't reach, not to mention that some maps don't even have a War Factory...madcat wrote:This might be a crazy idea but still...how about a harvester mech - slow, poorly armed, but able of harvesting 4 crystals instead of just one?
With that regarded though, there is nothing wrong with refining. Advanced Harvester + Enhanced Refining + a few teammates will really rack up the credits in a hurry and isn't that kind of the main idea of AoW? To encourage team work and work together?
What's the point in having a really, really fast harvester class besides getting credits a lot sooner than you should? So you don't actually have to work towards the things you want to buy and use?
Since we're kind of on the topic of credits (and since I can never catch Blue in IRC): I've said this once and I'll say it again, mechs are far to cheap and they have to get a bump in price. I do acknowledge that the price of the Orca was increased which is a good start, but mechs need to be valued more by both their team and the person using it. Teams need to pay the price (literally? figuratively?) when they don't provide support for their mechs, whether that be giving them HP, ammo refills, or just providing infantry support when others can't quite buy mechs for themselves or that they don't feel comfortable handling the responsibility.
No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Odd. The code in a_sprees looks like it should work. Do the values come out wrong?Catastrophe wrote:No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
There's distance kills in a_sprees?Ænima wrote:Odd. The code in a_sprees looks like it should work. Do the values come out wrong?Catastrophe wrote:No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Code: Select all
function void doLongShot(int who, int fdist)
{
if(fdist>>16 < minLongShotRange) return;
int msg;
setactivator(who + 3800);
int dDist = fdist >> 16;
acs_executealways(6610, 0, 1, dDist, 0);
}