Shotgun Frenzy 2.0, taking in feature requests!

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Konda
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#41

Post by Konda » Wed Jul 09, 2014 1:27 am

Well, in that case...
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It may still be possible with points, though :v
Last edited by Konda on Wed Jul 09, 2014 1:28 am, edited 1 time in total.

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Minigunner
 
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#42

Post by Minigunner » Fri Jul 25, 2014 4:16 pm

Hmm, I haven't played this in a while, nice to see it's still being worked on.
In terms of feature suggestions, I have plenty, some of which I have modified into previous versions of Shotgun Frenzy. I don't remember most of them, but here's one suggestion I haven't implemented: Pistols having infinite ammo, at the cost of them needing to be reloaded. The SMG upgrade should be exempt from this though. Alternatively, skip the reloading and have the infinite ammo pistol be a weapon upgrade.
Last edited by Minigunner on Fri Jul 25, 2014 4:17 pm, edited 1 time in total.
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Manhs
 
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#43

Post by Manhs » Sat Oct 18, 2014 5:43 pm

Hello, i wanted know...will there be some new balances for v2.0 ?
The BFG with the upgrade is really powerfull and effective in the areas who are too "opened"... It doesnt push you To buy a mecha, because the bfg can do the work...maybe if it needs 3 upgrades points?
The tazer is OP for some people, maybe if it needs 2 upgrades?
The rocket launche with the ripper effect can be used if you have 3 upgrade points (if i remember), maybe 2 can be enough ?
For some people, the "Machinegun" pack is not so effective with the upgrade... i dont know'
What do you think about the balance/cost...people?
I dont know, im not very good for this kind of balance :q
I dont remember some things, maybe i was wrong...

Can be good to have a map like special wolfeinstein...? (custom bad guys in this mode, with demons? lol, maybe a bad idea...)
Sorry again for my english..

Anyways, i like a lot this mode XD Keep up the good work!
Hope it will be more awesome again! =)
Last edited by Manhs on Sat Oct 18, 2014 5:48 pm, edited 1 time in total.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#44

Post by fr blood » Sat Oct 18, 2014 10:20 pm

And maybe reduce the amount of Cyberbaron, they are spawned too much, just make a better variation.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#45

Post by Untitled » Sun Oct 19, 2014 2:28 am

Well, I have to admit that balance wise I have quite a few gripes (but I do on every mod I actually like, so consider is part of a compliment), so here are mine:

To start out, the default weapon loadout is pretty balanced - although I'd like it if the buckshot's chamber could be part of the ammo reload you get when you respawn - forgetting that it was empty when you died is a really aggravating way to go, and making it refill on respawn would make it just that much smoother.

Second off, the scaling. I'm PRETTY SURE that monster health is multiplied by the number of players (having a normal pinky demon survive an SSG blast is argh), and I have to say, this isn't fun for THREE reasons.

One is that it divides the cash, mathematically speaking: because there are no more monsters in the map (they just have higher health values instead), this means that the cash pool is ultimately limited, and at super-high player counts you have an upper limit.

Two is that failing to kill things when you /think/ you should be able to kill them is really irritating; see failing to one-shot a pinky with the SSG.

Three is that because there are a limited amount of monsters to keep up the kill supply, getting upgrade points is near-impossible.

Which brings up the third point. Upgrade points in general are wonky.

I'd personally like to see them easier to get; I tend to be a crowd-joiner (as in, I join when I see lots of other people are on), and it really sucks when I can only get 3 upgrade points in an entire game - that's as much as a single upgrade for some weapons.

Of course, if you make then way easier to get, then it becomes super-easy to cheese early game because the monster count is high enough to get your kill counts soaring.

So basically, the MAIN problem is that the number of monsters needs to increase, not the amount of health they have.

Which they already spawn at pretty much maximum speed so how to get more monsters in is pretty much AAAAAAAAAAAHAHAHAHAHAHAHAHA

good luck


-OTHER THINGS-

Let's see...the assault pack upgrades should be brought down a point. I've NEVER gotten the buckshot upgrades, due to 3 upgrades being near-impossible to get before better weapons become available. In comparison, the Advanced Plasma Rifle is pretty much the most ridiculous thing in the game, Upgraded BFG excluded. If you get a quad with that, that's pretty much it for the demons (not that I'm complaining; I love this weapon). That kind of amazing power? ONE upgrade point. I'd like to see a bit (read: a lot) more consistency with this.

Honestly the more expensive upgrades should be brought down in points, because you never actually get them.

EDIT: rephrased some parts
Last edited by Untitled on Mon Oct 20, 2014 2:26 am, edited 1 time in total.
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Konda
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#46

Post by Konda » Sun Oct 19, 2014 7:22 pm

Untitled wrote:So basically, the MAIN problem is that the number of monsters needs to increase, not the amount of health they have.
Note that this could be a problem both for the servers and the clients performance-wise.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#47

Post by Enhex » Sun Oct 19, 2014 8:54 pm

Konda wrote:
Untitled wrote:So basically, the MAIN problem is that the number of monsters needs to increase, not the amount of health they have.
Note that this could be a problem both for the servers and the clients performance-wise.
Just limit the number of monsters inside the map, and queue the rest.
In a simplified view you only face the front lines, so it doesn't really matter how many monsters stack behind. Once the monsters in the front line are defeated new ones will spawn and join at the back.


I also agree with Konda about the balancing issues. The more players join the more DPS the team needs to deal. Even in 100% player efficiency you still get less money per player so each player can deal less DPS.
Last edited by Enhex on Sun Oct 19, 2014 8:57 pm, edited 1 time in total.

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