General Feedback and Suggestion Thread for CUT2:3 PR3.0

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jb
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General Feedback and Suggestion Thread for CUT2:3 PR3.0

Post by jb »

Folks,

there are a lot of great ideas on how to improve Chaos. However we have them spread over many threads. Also we can not do every request. For example some one may want weapon A to fire faster. The next person will want the same weapon A to fire slower. So we can not win all of the time. Also something we just will not want to do. Most things we can be flexible with. And if enough of you want something it should be most do-able at some point. So let me catch up:

FireFly wrote:First I'd like to say well done on a very fun and polished mod that truly captures the spirit of Chaos. I played on the servers for several hours yesterday and had a great time. With that said I think the mod could definitely benefit from a little more polish and attention.

The Melee System
I love the attention to detail and the choice of weapons but for general combat it does feel a little sluggish... I think you shield either replace the shield gun entirely (maybe with a chainsaw) or tone it done, perhaps making it discharge upon close proximity with an enemy sword.

This is minor, but I think some cooler double damage effects for the swords would be nice, maybe with some sort of particle based purple glow.
Yes we can try to balance the melees a bit more with the other non-melee weapons.
The CPP
This is by far the least interesting and effective weapon. As others are saying I think you need to make this instant hit and also make it more visually interesting to use. What about some funky firework like hit effects?
we have another thread for the CPP.

The Claw
But why no purple glow for proxies fired with double damage?
Hmm not a bad idea.

The MUG
The model looks awesome, but is really let down by the 'fuel effect'. Just look at how cool the corresponding bio-rifle effect looks.
The Vortex
Finally, the ending of the vortex is a little anti-climatic. No showers of glowing particles or gibs or flashes of blinding light.
Might be able to do something there.

The ERDW
The only improvement I suggest for this is a beam that would change colour every time the user killed someone, so the weapon effects would look a lot cooler, and you'd know when to run depending on the colour of the beam firing at you!

Oh, and you don't seem to be able to do headshots with this weapon for some reason.
Yea we stoped it from doing head shots for some reason...can not remember why...

jo'lith wrote:Having played CUT2 for unreal tournament 2003, i have noticed that the ERDW "railgun" or whatever it may be called has an alt fire that shoots through walls and ground and stuff, i was wondering, could the "company" that makes the weapons in game possibly discover a way to see through walls and affix that to the weapon?
Actually the very first versions of test code for the ERDW dated back to the UT days. And it was orignally designed to see though walls using a heat vision like Red Faction had. However we ran into some engine limitations which made our heat effect rather lame. So we removed it. maybe some day....
stinkeee wrote:Something like a bunch of people on a team with melee weapons playing on duel maps. Imagine 16 vs. 16 charging at each other ready to do some chopping. The round ends when there's one team left. Then it restarts. What do you think?

Also, I noticed in duel, when someone dies, the killer just sort of stands there staring blankly.. Anyway to make him or her stay in the pose they were in when they killed the other guy would make it look better I think.
A lot of people have asked for a melee version of DeathMatch. It even came up on our dev section to have a as an option to our current games (Chaos CTF, KoTH and DM). We may just do that as it would be easy to add..just the melees no SG either. And about the killer keeping the pose...not sure about 1/2 wanted it to stay the others did not...

booeriis wrote:is there a way of playing the duel/melee in 1st rather than 3rd person?

is there just a key to press or can't you do it at all?
This is just a recap for all. But 1st melee is just not a possibility yet do to mainly techincal reasons.
Reptrix wrote:how about when in a dm or ctf a guy is annoying you then you can challenge him to a duel....And an announcer shouting in a quake-like voice "humiliation!" when u get killed by a melee weapon in a deathmatch, to support melee a bit more.
Not sure ahout the challange but the annoucer for a melee kill in DM/CTF sounds pretty neat.
Nemephosis wrote:CAS12 and poison mug. That's all I can think of.
:) CAS has also been asked for by a lot of people.
Klichka wrote:When a man is hit with the UT Chaos Sniper Rifle and it's his death shot....

(Either RPB or Standard Ammo depending on what you want to do...)

He should be propelled at a high velocity into the nearest solid surface like in Eraser. (It would work best for body shots...)

I figure it would be a cool way to kill people. (It would also make for a cool looking death cam when you are socked in the chest)
We could add something like this. Spa wanted to do the pin cusion effect when you killed some one with the xbow. We remove the head on a head shot...why not take the whole body and impale that on a wall?
Rythmix wrote:Cons:

1. The MUG Ice and fire is annoyingly overwhelming. The entire room you are in just fills up with the particles in a matter of 1.2 secs and I think it even begins to slow down my FPS.

2. Duel mode seems A) Delayed when swinging: It seems I hit the button 3 times before it actually swings, PR2.01 used to swing immediately B) Too over weilding...The katana in one of the stances, no matter what way you want to slice, just does a figure X over and over... It seems also overpowered when playing against AI, I do 2 "Figure X" slices and they walk into it and they're dead.
1) we do have a low detail effect for the mug but you have to have low detail turned on. Maybe we should make that an option?

2) ok we can take a look at the animations and see if/where we can tweak them.
booeriis wrote:hello. i made onslaught maps work in duel, by reneming the ONS bit to Duel, but there are still weapons in the maps, is there a way to turn them off so that it can just be melee?
Note to self add weapon lockers to the list of things Duel removes.
Woraug wrote:Is there any way to edit the spraypaint thing to put my own image in it?
Yes and No. It would be server side only. Epic limiation on this not us...
Jerec wrote:What about kamikaze via rockets? Or grenades? Or proxies?
Hmm Maybe...
Blocks wrote: However having come from Quake2, specifically LMCTF (Loki's Minions) the grapple left me scratching my head. While I can see some benefits with the current format I miss the ability to "Spiderman" around a map. In other words.... press to fire the grapple (as long as you press the key it fires, grabs and pulls you), on release of key the grapple returns ready for another shot, which if done while still in mid air give the "spiderman" effect.
There is no plans atm to change the grapple. We have wanted to make it bendable but other than that nothing else is planned....just yet at least.
Maverick Zero wrote: 3. The crossbow is kind of weak. I compared it to the Shock rifle in usability, and overall the shockrifle has more killing power and is easier to handle. Maybe increasing the Bolt speed would help. Speaking of which...

6. Could you make Chaos Onslaught? That would rock, especially since that Chaos Rocket launcher could easily replace the AVRIL.
3) We have already bumbed up the xbows. They now fly almost x2 faster than rockets!

6) We might but we wanted to add something to it to make it worth..after all you can play ONS with the mut so there has to be something more to do with it.

Mug changes (too many for this thread)?

See this thread: http://forums.chaoticdreams.org/viewtop ... sc&start=0

So lets try to keep them all here from now on so we can get some of your changes looked at an maybe in :)

thanks for your time
Jb
Kaboodles
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Post by Kaboodles »

How about a different melee fighting system?

Primary - Horizontal attack
Secondary - Vertical attack
Hold Primary - Block Horizontal attacks (must be facing assailant)
Hold Secondary - Block Vertical attacks (same)
Push both buttons at the same time - I don't know, maybe a lunging attack.

And blocking shouldn't be a 2 second animation, but a sort of stance that you can hold for as long as you want.

Ok. I'm done now.
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Kaboodles
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Post by Kaboodles »

More opinions of mine:

1. Is it possible to make character movements and physics more realistic. You shouldn't be able to lunge forwards at 30 mph and then just stop without stumbling. The characters are just too agile. Falling from high places should also make you immobile for a second or so.

2. Many of the melee attack animations seem unrealistic. A lot of them are waaaay to slow. It's like they're swinging their swords and daggers through a giant vat of peanut butter, especially the heavy stance dagger attacks. I know slowing down animations balances the stances, but there are other ways of slowing down attacks. You could make a delay in the attack, where the character has to wind up his swing. You could also make it so that heavy attacks take a little longer to recover from, making a missed attack potentially devastating for the attacker. The attack itself should be swift and forceful.

3. Many attacks you make should force you to slow down, especially the heavy attacks. Bringing down a 60lb. warhammer with all your might will probably require you to stop running. Slowing down movement speed while attacking will make attack runs less like "I'll just swing wildly and hope I hit him" and more like "Ok, I'm going to hit him from the side, and then I'll bash his head in with my warhammer". This will probably make melee less chaotic, which is something I don't think you guys are aiming for.

Ok. I'm done now.
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HardObject
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Post by HardObject »

I have a suggestion for the ERDW gun.

The gun is good, don't change that. But when I kill people something noticed me. The beam of the gun looks like the Q3 rail gun. Also when u hit someone and he is still alive you see a Q3 blood splash.

Now what my suggestion is, is it possible that of you kill someone with the ERDW they die like in q3? With blood all over the place and gibs flying around?

That would be so perfect for this gun! And it add some chaos ;)

But just for this gun.

THNX!
Last edited by HardObject on Thu Jun 10, 2004 4:51 pm, edited 1 time in total.
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Kaboodles
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Post by Kaboodles »

ESWD? I think you mean ERDW.
The rail gun already scatters gibs and splatters blood. The Chaos version even leaves a cool skeleton behind!

Now that we're on the subject of gibs and dead stuff, can you guys make it so that blood splatters, burn marks, and bullet holes show up on vehicles and people? It just looks weird when I make a human pincushion out of someone but they aren't covered in blood. It's so weird. I have also crushed many a hapless pedestrian with the Scorpion and Manta and ended up with a perfectly clean vehicle.

And can you make it so that bodies and gibs interact with people and vehicles? Being able to kick around someone's skull after whacking it off with a mace makes the game more immersive. Flying gibs and bodies should also hurt players. Getting hit in the face by a flying torso is just...funny! :D I would also like to see dead Hellbender drivers leaning forwards with their heads in their steering wheels, as opposed to having them lying on the ground after they fell through the bottom.

And can you allow proxies and fire mines and stuff to stick to vehicles and people? I want to see what it would look like to have a fire-mine sticking out of someone's chest. :twisted:
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FU
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Post by FU »

YOU HAVE TO GET KILLS FOR KICKING PLAYERS SO THEY FALL TO DEATH !!!!!!

there should be a smoke grenade ammo type for the grenade launcher

the shell physics need to be improved :D (like in RO)

the DM maps should have extra places for melee only (like in jedi knight)

the sniper rifle should be instant hit, but with a visible laser line
it looks cool and tells the players where you are and what you are aiming at
like here:
http://actionut2k3.ngz-network.de/pa/gf ... 200056.jpg

Edited by RFlagg - just the link next time please
jeditobe1
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Post by jeditobe1 »

The sniper rifle is specifically not instant hit, just like in UT2003 and UT99.
I make Darth Vader look like a teenage punk with a lightsaber.
TKATK
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Post by TKATK »

Getting bloody stuff:i saw karma'ed,having you get bruises for every hit could potentionally slow down,also how it would dissapear very fast


try getting in a bender and typing suicide,then youll see how it is to be dead in a vehicle

interactive bodies,damaging gibs:i dunno if its possible with karma
Lego
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Post by Lego »

Personally I think the melee weapons swing way too slow.. I can understand making it limited speed to prevent spam.. but they are just too slow swinging. Maybe a little more speed and umph behind those swings and stabs wouldnt hurt.

I also think the MUG could use some form of poison/acid ammo type to keep up with flow of the other weapons with elements. Plus the secondary air shot could use maybe SOME kind of effect...

As I said in one of my other posts.. I think some form of weaker/rapid fire weapon is needed that uses some form of bullet. Not necesarily a metal bullet.. but something other than that dart thing that the CPP fires. :?
Curiousity Skilled the Cat.
TKATK
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Post by TKATK »

Lego wrote:Personally I think the melee weapons swing way too slow.. I can understand making it limited speed to prevent spam.. but they are just too slow swinging. Maybe a little more speed and umph behind those swings and stabs wouldnt hurt.

I also think the MUG could use some form of poison/acid ammo type to keep up with flow of the other weapons with elements. Plus the secondary air shot could use maybe SOME kind of effect...

As I said in one of my other posts.. I think some form of weaker/rapid fire weapon is needed that uses some form of bullet. Not necesarily a metal bullet.. but something other than that dart thing that the CPP fires. :?
Slow melle:Afirmitive,already discussed

Air effect:the team didnt have time to implement
TheForgotten
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Post by TheForgotten »

Heres a few random suggestions

1. Revese the effect of the gravity belt in low gravity enviroments.

2. Additional adrenaline combos.

3. Additional reward announcements, I first suggested this in the awards thread but has since realised that this would involve replacing the original announcers - maybe you only add them to the proxy announcer.

4. And why not more annoucers - anyone for a sexy proxy announcer.

5. How about a way of using bombing run maps as koth with the ball spawn point as the zone - might not work well for all maps but would increase the number of koth maps for very little work.

6. Option to disable the grapple hook - I know some people really, really like it - but it dose spoil some maps, especially assult maps.

I've played this mod with friends and with bots - and the bot behavior could do with some work (but I won't list the problems here - cause it would take to long)
Zachariah
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Post by Zachariah »

TheForgotten wrote:Heres a few random suggestions

1. Revese the effect of the gravity belt in low gravity enviroments.
I really dig that one alot. :)
TheForgotten
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Post by TheForgotten »

A few more (and I know melee weapon moves are big deal but)

Both mouse button special moves (aka jedi academy)

Melee weapons effected by adrenaline combos (one hit kills with the daggers while invisible, big overhead chop with hammer that flattens openents while using beserk etc.).

And an option to start with the melee weapon selected rather than the cpp/assault rifle.
BlkTA
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Post by BlkTA »

Personally I get bored while watching duels, it would be nice if there was an area for spectators to spawn and have something to do (like a pratice area).

Aside from that I think this is a great mod!
TheForgotten
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Post by TheForgotten »

A odified version of the pint sized combo so that you look like a proxy mine.
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