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

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

#221

Post by De-M-oN » Fri Jul 04, 2014 2:05 am

how said: go on mentioned server and set it to high detail and you see a lot of impressions ;)

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

#222

Post by Goatse » Sun Jul 06, 2014 12:30 pm

De-M-oN wrote: how said: go on mentioned server and set it to high detail and you see a lot of impressions ;)
I have not seen much difference between low and high settings. Some explosions just have changed a little.

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

#223

Post by De-M-oN » Sun Jul 06, 2014 6:06 pm

I dont know the differences between them, but setting it to high ensures that he sees all stuff.

And the server has better graphics, so this is a good way to give him impressions.

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

#224

Post by Catastrophe » Sun Jul 06, 2014 6:26 pm

As far is detailing goes, it will definitely take more than one version to complete high detail mode. Don't worry though, for all you shock rifle fans out there, I've added two new shock classes. ETA of R8 will hopefully be sometime this week.

Oh and mini refinery is getting removed.
Last edited by Catastrophe on Sun Jul 06, 2014 6:28 pm, edited 1 time in total.

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

#225

Post by De-M-oN » Sun Jul 06, 2014 7:59 pm

for all you shock rifle fans out there, I've added two new shock classes.
A Shock Rifle like in Unreal Tournament 2004? :)
Oh and mini refinery is getting removed.
But I loved placing 4x C4 on them :( xD

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

#226

Post by ibm5155 » Sun Jul 06, 2014 8:21 pm

De-M-oN wrote:
Oh and mini refinery is getting removed.
But I loved placing 4x C4 on them :( xD
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RE: All Out War II: X -R7: Poll #3 is out!

#227

Post by AOW2 Feedback Giver » Thu Jul 10, 2014 2:13 am

Catastrophe wrote: As far is detailing goes, it will definitely take more than one version to complete high detail mode. Don't worry though, for all you shock rifle fans out there, I've added two new shock classes. ETA of R8 will hopefully be sometime this week.

Oh and mini refinery is getting removed.
Will the shock classes be as nerfed to shit as SR was?

Great, removing even more features.
Why are you removing mini ref again? The thing that allows a team that was actually able to build and defend one to get some extra cash so they can use decent classes and mechs? Are credits "op" now, like the util being remotely useful is?

In light of this, I wonder why it is that since 2.1 came out, that's been getting (rightfully so) all the attention and players?

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

#228

Post by Catastrophe » Thu Jul 10, 2014 4:23 am

AOW2 Feedback Giver wrote: Will the shock classes be as nerfed to shit as SR was?
Shock rifle wasn't really nerfed imo. I literally made it do 1 less damage. Yes one point.
AOW2 Feedback Giver wrote: Great, removing even more features.
Why are you removing mini ref again? The thing that allows a team that was actually able to build and defend one to get some extra cash so they can use decent classes and mechs? Are credits "op" now, like the util being remotely useful is?
It's being replaced lol. No need to overreact.
AOW2 Feedback Giver wrote: In light of this, I wonder why it is that since 2.1 came out, that's been getting (rightfully so) all the attention and players?
Won't be for long. Just waiting for 1.3.

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RE: All Out War II: X -R7: Poll #3 results.

#229

Post by Catastrophe » Mon Jul 14, 2014 9:28 am

Since responses have pretty much died out, results: https://docs.google.com/forms/d/1l3KOdD ... wanalytics

Chainsaw speed boost is getting removed.

SSG is getting buffed to vanilla doom and its' price increased. (Of the 7 people that voted "other", 6 wanted the SSG price increased and/or buffed)

Does the price of $350 from $200 sound good? Or more?

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RE: All Out War II: X -R7: Poll #3 results.

#230

Post by Konda » Wed Jul 16, 2014 10:23 am

Lol definitely more. If it's exactly the same like in Duel/DM/CTF then I say the price should be 500 at least..

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RE: All Out War II: X -R7: Poll #3 results.

#231

Post by Ivan » Wed Jul 16, 2014 2:05 pm

Konda wrote: Lol definitely more. If it's exactly the same like in Duel/DM/CTF then I say the price should be 500 at least..
So 300 is the cost of an increase in accuracy only? I really suppose the range is going to be untouched so 500 is a bit too much for it IMO...
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RE: All Out War II: X -R7: Poll #3 results.

#232

Post by Catastrophe » Wed Jul 16, 2014 2:45 pm

No, the range is being increased to 3072. (Sub machinegun range)

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RE: All Out War II: X -R7: Poll #3 results.

#233

Post by Ivan » Wed Jul 16, 2014 3:12 pm

I'd still argue that it's a bit pointless as the gun already sucks beyond the given range, which is 512... That's barely a buff.
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RE: All Out War II: X -R7: Poll #3 results.

#234

Post by Catastrophe » Wed Jul 16, 2014 3:17 pm

Ivan wrote: I'd still argue that it's a bit pointless as the gun already sucks beyond the given range, which is 512... That's barely a buff.
Well considering the spread is being tightened to doom 2 standards, I don't think it's so bad tbh.

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RE: All Out War II: X -R7: Poll #3 results.

#235

Post by Konda » Wed Jul 16, 2014 5:55 pm

It's not barely a buff because before the SSG was completely useless beyond its range but now you can still do damage and it's not as small as you may think. This gives players more freedom instead of relying on sneaking and relying on small areas (which are many in the maps that get played/mapvoted). Before you had a chance to escape a SSG guy in a small area because of the range, now you don't.

I understand that the SSG has a very small range compared to other weapons but thw catch is that people mapvote all the maps with many small areas so unless you run straight into an open area you'll be pretty much fine. And this is probably where many players have a problem with SSG guy - once he's close to you, you're fucked no matter what class you are. And that's the problem - the SSG guy is only 200 and other classes which cost twice or thrice the price get rekt by him.

Well you can say that not that many players have a problem with the SSG because half the playerbase likes the current state of affairs where you spend only 200 and have some DM fun and wreck everyone and choose the same class after death because it's practically a free class unless you suck. Then wait for SD and maybe buy something with more range because everyone is careful and won't go way outside the base into closed areas.

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

#236

Post by Catastrophe » Sun Jul 20, 2014 3:25 am

Image

Alright guys, R8 is out, this features the new detail mode along with new classes, a new mech, and tiberium drones. You can read all about it in the changelog.

So, what comes next after this big changelog? Account integration into all out war. Expect exp systems, weekly hiscores, and buyable cosmetics in the near future. All optional of course.
Last edited by Catastrophe on Sun Jul 20, 2014 3:26 am, edited 1 time in total.

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

#237

Post by Dark-Assassin » Mon Jul 21, 2014 7:37 am

So, my years old automatic harvester suggestion has appeared.
Though, may not be related to my old suggestion.

Do they path-find to the fields (possibly using path nodes) or just teleport to and from?

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

#238

Post by Catastrophe » Mon Jul 21, 2014 8:31 am

Dark-Assassin wrote: So, my years old automatic harvester suggestion has appeared.
Though, may not be related to my old suggestion.

Do they path-find to the fields (possibly using path nodes) or just teleport to and from?
Teleport since path find nodes aren't that good considering movement is only omnidirectional.

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

#239

Post by Dark-Assassin » Mon Jul 21, 2014 12:17 pm

So, having it trying to follow a path to the goal isn't really doable? Even if only a single direction (Chrono Miner from RA2)?
Isn't this how ShotgunFrenzy works, along with thing_hate (good for setting goals)?

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

#240

Post by Catastrophe » Mon Jul 21, 2014 6:03 pm

Dark-Assassin wrote: So, having it trying to follow a path to the goal isn't really doable? Even if only a single direction (Chrono Miner from RA2)?
Isn't this how ShotgunFrenzy works, along with thing_hate (good for setting goals)?
Since following a set path would require me to change every map, no.

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