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Psychopath
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« Reply #75 on: June 03, 2010, 12:56:40 pm » |
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All the meter is for here is that you have to give your sword a break after going on a full rampage on the enemy team (also makes him stable on generator maps), the tactics are still basically the same as pre-2.2. It's a static damage rate until you deplete the meter, then it's a shitty red blade.
I think something is wrong with the red blade, it gave me unlimited errors when I got killed while wielding it.
mind posting the error?
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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Smokey Joe
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« Reply #76 on: June 03, 2010, 01:06:15 pm » |
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I'd have to recreate it again. Plus it was just one after another after another from the looks of it, so if anything I'm guessing it just resulted from the fact that I tried to duplicate the blade projectile object and didn't do a very good job of stabilizing it.  oh wait, I forgot there's an error log lol
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« Last Edit: June 03, 2010, 01:07:38 pm by Blue Warrior »
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~ Smokey Joe
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Psychopath
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« Reply #77 on: June 03, 2010, 01:13:42 pm » |
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I'd have to recreate it again. Plus it was just one after another after another from the looks of it, so if anything I'm guessing it just resulted from the fact that I tried to duplicate the blade projectile object and didn't do a very good job of stabilizing it.  oh wait, I forgot there's an error log lol You had 3 errors. Would it kill you to delete the repetitions when posting an error log? It looks like those errors took place because you are trying to set values once the owner is dead.
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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Smokey Joe
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« Reply #78 on: June 03, 2010, 01:40:38 pm » |
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Found the problem; when the class died, the weapon's delete event got rid of the blade projectile but not the new red blade projectile. So, it was still trying to communicate with its dead owner.
Easy enough of a fix, I guess. New exe uploaded, hopefully this one's stable.
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~ Smokey Joe
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Smokey Joe
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« Reply #79 on: June 04, 2010, 12:27:23 am » |
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So, if any of you have played in my server yet, what do you think of the modifications I have applied to the server? I'll post in further detail later, but I don't entirely like how I've done the current blade system so far.
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~ Smokey Joe
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Lloyd
Old
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« Reply #80 on: June 04, 2010, 12:34:19 am » |
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Was the debilitating lag one of them?  EDIT: Oh there's a mod... but I still lagged a heap on that other server  Tryan now.
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« Last Edit: June 04, 2010, 12:43:26 am by Lloyd »
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 GOOD TIMES
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Clairefox
Peaceblossom
BEWARE, I'M ON MY PERIOD
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<3
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« Reply #81 on: June 04, 2010, 12:35:12 am » |
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So, if any of you have played in my server yet, what do you think of the modifications I have applied to the server? I'll post in further detail later, but I don't entirely like how I've done the current blade system so far.
Deto really isn't noticeable, Q/C isn't a bad choice.. but with how many people play the brainless, kill everything in sight class Rocketman, it makes it difficult for Q/Cs without a medic.. Plus there are so few people who actually play Q/C let alone it become an epidemic on your server.. the game feels no different than other *normal* servers.
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Smokey Joe
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« Reply #82 on: June 04, 2010, 12:56:28 am » |
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Was the debilitating lag one of them?  EDIT: Oh there's a mod... but I still lagged a heap on that other server  Tryan now. Yeah, download the mod for an optimal experience. The blade and bubble system kind of weirds out q/c gameplay on the vanilla client.
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~ Smokey Joe
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Lloyd
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« Reply #83 on: June 04, 2010, 01:34:19 am » |
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Much better.  I can actually kill stuff as Q/C again, but I would really prefer for both Blade and Bubbler to have shorter meters but faster recharge times. Nerf Rocketman too and server will be epic. Or do what Hooker Shootout did and make them lose HP constantly 
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Smokey Joe
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« Reply #84 on: June 04, 2010, 10:11:44 am » |
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Hahaha. Yeah, I've got plenty of ideas swimming around in my head for the rocketman. It's on my list of things to do for the balance mod.
So, my concensus this week on all of the changes made:
The detonator is on par with other classes again. He is no longer reduced to sticky camping, which is important since it's unreliable, class-situational, and honestly not that fun of a playstyle to begin with. The 20 damage sticky jumps (as opposed to 25) makes him a little more versatile without sacrificing too much HP, and the fast charging of the stickies allows him to kill enemies in actual combat in a decent number of hits. He's not toe-to-toe with the soldier like he is in TF2, and this good, because the rocketman is going to get nerfed here anyway. Moreover, the ammo system is now excusable since a few good stickies are enough to kill a firebug before you run out of half your ammo. Overall, deto is now a viable attack class while maintaining his own defensive style.
As for Q/C, the bubble ammo system is great. It helps the ebb and flow of the game by keeping the class from walling heavies and detonators for an indefinite amount of time and adds to the strategy of Q/C on when is a good time to use the bubbles. I also still feel that this helps keep Q/C from being an unnecessary "gimmicky" class, since the bubbles only worked on half of the class anyway. The only way I think I could improve on this is possibly by making the meter smaller and with quicker auto-regen (as Lloyd mentioned), but even so, I'd say it's perfectly fine the way it is. Definitely needs to go into the next GG2 update.
I like the blade knockback and the fire extinguishing bubbles. The knockback seems more rational this way, and it usually helps in the way of medium range combat while still having the same effect on people engaging Quote at point blank. The one thing I did notice is that this makes it a little bit more difficult to engage firebugs (since you can no longer backpedal and rely on the knockback to keep the firebug at bay), but the bubbles counter-balance this by increasing your chances of survival once you kill the firebug or escape his range, since your bubbles usually get stuck on the flames attached to you. I actually ended up using the bubbles on myself a lot more than I did on other people.
The sword meter needs work. It works, but I'm still not happy with it. For starters, the red blade takes effective if your meter is 10% or below, and this isn't really good, because you can deplete it further to 0%. If you just wanted to get a single blade in and let it recharge some more, you'd probably be punished with another red blade because of this. The regeneration doesn't seem fast enough either, because I get tired of having to tap the blade and just want to hold it in. I'm no fan of punishments for dragging your sword along the ground, but I may consider swapping the mechanics for a more syringe gun-like system where you have thirty (twenty-four?) blades and need to not fire for two seconds to fully recharge it.
My impressions from this week's experiments. Mind, this is coming from the host for a server where vanilla users get desync, so feel free to rebut me on this.
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aptanananananator
White Knight
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« Reply #85 on: June 04, 2010, 10:20:10 am » |
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That all sounds good, though as Anna mentioned the Deto modifications weren't terribly noticeable. I never quite understood the "depleting damage" the sword has, especially since this ammo bar works differently then any of the others. I think a normal reload system (though you may want to drop it to 20 blades and 1.5 secs as 2 secs seems a bit much if you're engaging the enemy in their base or looking for a cap) would be better and less... well the current one really doesn't make sense. Psycho himself referred to it as a "failed experiment".
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[22:07] tank: aptanors jew fro is godlike
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Smokey Joe
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« Reply #86 on: June 04, 2010, 10:35:16 am » |
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It all depends on how long we want Q/C to be able to do consecutive damage and pushing. 2 seconds is just enough to kill a heavy, probably 2.5 if he's being healed by a medic.
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Clairefox
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« Reply #87 on: June 04, 2010, 12:39:27 pm » |
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Deto will never be good unless the ammo count is raised or the reload time is sped up.
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aptanananananator
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« Reply #88 on: June 04, 2010, 12:43:31 pm » |
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Deto will never be good unless the ammo count is raised or the reload time is sped up.
Eh, it's necessary no doubt, but deto just takes a bit more forethought and planning now. I'd say speed up the reload.
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[22:07] tank: aptanors jew fro is godlike
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Clairefox
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« Reply #89 on: June 04, 2010, 12:46:01 pm » |
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Deto will never be good unless the ammo count is raised or the reload time is sped up.
Eh, it's necessary no doubt, but deto just takes a bit more forethought and planning now. I'd say speed up the reload. I've played far more deto than should ever be played.. 8 ammo count lasts about 3 seconds in battle. Anyone+Medic is pretty much immune to deto at this point
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