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Author Topic: Gang Garrison 2.4 Beta 5  (Read 30230 times)

Dropbear

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Re: Gang Garrison 2.4 Beta 5
« Reply #15 on: October 16, 2011, 05:56:06 pm »

How does straight flares make firebug better?
Flare tennis.
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Unsung Hero

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Re: Gang Garrison 2.4 Beta 5
« Reply #16 on: October 16, 2011, 05:56:43 pm »

In terms of actual gameplay.
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Dropbear

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Re: Gang Garrison 2.4 Beta 5
« Reply #17 on: October 16, 2011, 05:59:16 pm »

In terms of actual gameplay.
None whatsoever. Though the added range is pretty nifty.
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Phantom Brave

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Re: Gang Garrison 2.4 Beta 5
« Reply #18 on: October 16, 2011, 06:02:57 pm »

it's 1000% less bullshit to aim.
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CobaltBW

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Re: Gang Garrison 2.4 Beta 5
« Reply #19 on: October 16, 2011, 06:13:26 pm »

"waaah, I can't compensate for gravity :("

I don't see the problem with introducing actual skill indexing to the range firebug isn't supposed to be good at.
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Psychopath

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Re: Gang Garrison 2.4 Beta 5
« Reply #20 on: October 16, 2011, 06:23:46 pm »

  • Minigun adjusted such that the user must release the primary fire in order to begin reloading, even when out of ammo
Wait wat.

It has no effect on gameplay except when you run out of ammo. In that situation, just stop trying to fire you gun and you'll start to reload.

It also removes that former unintended ability to just fart out 1 bullet every so often because of how the reloading worked in the previous pre-release beta.
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Footpöp

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Re: Gang Garrison 2.4 Beta 5
« Reply #21 on: October 16, 2011, 06:27:44 pm »

it's 1000% less bullshit to aim.
Might as well make detonator's stickies go in a straight line
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Unsung Hero

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Re: Gang Garrison 2.4 Beta 5
« Reply #22 on: October 16, 2011, 06:28:02 pm »

Alright.

And...
I don't see the problem with introducing actual skill indexing to the range firebug isn't supposed to be good at.
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Phantom Brave

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Re: Gang Garrison 2.4 Beta 5
« Reply #23 on: October 16, 2011, 06:43:12 pm »

"waaah, I can't compensate for gravity :("

I don't see the problem with introducing actual skill indexing to the range firebug isn't supposed to be good at.
Say that to Psycho having trouble aiming it at a distance.
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NAGN

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Re: Gang Garrison 2.4 Beta 5
« Reply #24 on: October 16, 2011, 08:36:43 pm »

There's also the issue of decync fire, as your aimposition is updated independently of when you're actually firing the weapon, with a straighter flare, theoretically it's less likely to veer off course (though this probably wasn't considered for implementation)
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Jowly

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Re: Gang Garrison 2.4 Beta 5
« Reply #25 on: October 16, 2011, 08:48:14 pm »

You didn't fix the medic heal ramp yet.
I might as well quote Trog:
Current: 15hp/s for 4 seconds, heal rate increases by 10hp/s every sec over 3 seconds, 45hp/s
This: 15hp/s for 1 second, heal rate increases by 5hp/s every sec over 2 seconds, 25hp/s for 4 seconds, 45hp/s.

Basically instead of waiting for a long time then getting a really fast and high ramp up, you get a decently fast and high ramp up very quickly. A 4 second wait time is too long for heals to only start increasing, but you don't need 45hp/s heals either. This compliments gg2's fast pace by ramping up quickly during short breaks, and rewarding constant pressure. One second is a long enough interval for every class to attack except sniper, but really being a fraction of a second late will be hardly noticeable.
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Tubulatus

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Re: Gang Garrison 2.4 Beta 5
« Reply #26 on: October 16, 2011, 08:52:42 pm »

So, I have an idea.  When a non-vanilla mod is hosted, and viewable in the lobby, can it be programmed so that clicking the mod name will take it to its respective forum thread?  Take INS Mod for example.  Let's say a non-forumer with some skill sees "INS MOD v. 1.05" under Game/Mod.  They say, "OOH WHAT IS THAT!" and click it.  Their browser opens up (much like the Haxxy link) with Rebel's page.  They sign up, download, expand our community, and get an incredible mod.
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NAGN

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Re: Gang Garrison 2.4 Beta 5
« Reply #27 on: October 16, 2011, 08:54:20 pm »

It's already programmed like that
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Psychopath

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Re: Gang Garrison 2.4 Beta 5
« Reply #28 on: October 17, 2011, 12:26:38 am »

You didn't fix the medic heal ramp yet.
I might as well quote Trog:
Current: 15hp/s for 4 seconds, heal rate increases by 10hp/s every sec over 3 seconds, 45hp/s
This: 15hp/s for 1 second, heal rate increases by 5hp/s every sec over 2 seconds, 25hp/s for 4 seconds, 45hp/s.

Basically instead of waiting for a long time then getting a really fast and high ramp up, you get a decently fast and high ramp up very quickly. A 4 second wait time is too long for heals to only start increasing, but you don't need 45hp/s heals either. This compliments gg2's fast pace by ramping up quickly during short breaks, and rewarding constant pressure. One second is a long enough interval for every class to attack except sniper, but really being a fraction of a second late will be hardly noticeable.

I can only do so much, be patient. I'll push that commit to github as soon as I have some time available after I get home from work. It's not too difficult to change. I just need to adjust 2 variables to mess around with the heal ramp (or even adjust the base healing rate if it's deemed too low overall).
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MTK5012

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Re: Gang Garrison 2.4 Beta 5
« Reply #29 on: October 17, 2011, 09:37:07 am »

Cool, my request actually got put into the game! :wuv:
mine too  :z6: :z6:
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