General Feedback and Suggestion Thread for CUT2:3 PR3.0
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I am with FU and i also like the 'special moves' that TheForgotten was speaking about. Sorta like the translocator and changing back to your previous weapon.
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- Posts: 711
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- Location: Mumbai, India
Howabout:
Booster pack: not regen. like a grav belt. when you activate it nothing happens until you jump. then it acts like an extemely manuverable grav belt that is turned off if you stop pressing jump. Of course, if you want to jump normally, you have to turn it off. It should have a lot of fuel.
Adreneline should be stop collecting at 1000 or more. However, you can activate an adreneline combo after passing/reaching 100. that way, you want 'waste' adreneline when you get a frag withou a combo activated.
Avatar: when you get 750+ adreneline, you can activate a special adreneline combo (FFRRBBLL) that mutates the player into a powerful version of him/herself with extra abilities (but they use whatever weapons they are holding/carrying) . Eg: robots turn into small land or air vehicles (+speed, +firepower) , Juggernaughts become coloured 'hulks' (+strength), skaarj become skaarj from Unreal 2 (+agility, blocking projectiles)[Gen-mo-kai become Tosc?], Nights become creatures from invasion (flight, +speed, vampirism), etc.
Booster pack: not regen. like a grav belt. when you activate it nothing happens until you jump. then it acts like an extemely manuverable grav belt that is turned off if you stop pressing jump. Of course, if you want to jump normally, you have to turn it off. It should have a lot of fuel.
Adreneline should be stop collecting at 1000 or more. However, you can activate an adreneline combo after passing/reaching 100. that way, you want 'waste' adreneline when you get a frag withou a combo activated.
Avatar: when you get 750+ adreneline, you can activate a special adreneline combo (FFRRBBLL) that mutates the player into a powerful version of him/herself with extra abilities (but they use whatever weapons they are holding/carrying) . Eg: robots turn into small land or air vehicles (+speed, +firepower) , Juggernaughts become coloured 'hulks' (+strength), skaarj become skaarj from Unreal 2 (+agility, blocking projectiles)[Gen-mo-kai become Tosc?], Nights become creatures from invasion (flight, +speed, vampirism), etc.
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Since the shield gun is unbalanced compared to the swords and axes and suchlike, I've devised the Chaos Steam Piston, which replaces the shield gun.
Chaos Steam Piston:
A modified shield gun, preferably with a new model, that's somewhat less powerful, but has more utility capabilities than the normal shield gun. Primary fire shoots out a high velocity steam stream with limited range and that knocks people back and deals damage, and secondary fire creates a a cone of steam that deflects projectiles, lowers damage from bullets and diffuses energy type projectiles and hitscan beams. The AWO of the CSP changes the spread of the primary fire, with wider spread having less damage. You can jump higher with the primary, and soften falls with the secondary. You fall slower while using the secondary towards the ground, and get pushed the opposite direction that you fire at when using secondary. The ammo replenishes itself, like the normal SG, by sucking in air. Primary fire uses 30 ammo, so that you can't jump indefinately. Secondary uses 3 ammo per second, and ammo replenishes at the 2 per second.
I'll draw up a sketch of it later.
Chaos Steam Piston:
A modified shield gun, preferably with a new model, that's somewhat less powerful, but has more utility capabilities than the normal shield gun. Primary fire shoots out a high velocity steam stream with limited range and that knocks people back and deals damage, and secondary fire creates a a cone of steam that deflects projectiles, lowers damage from bullets and diffuses energy type projectiles and hitscan beams. The AWO of the CSP changes the spread of the primary fire, with wider spread having less damage. You can jump higher with the primary, and soften falls with the secondary. You fall slower while using the secondary towards the ground, and get pushed the opposite direction that you fire at when using secondary. The ammo replenishes itself, like the normal SG, by sucking in air. Primary fire uses 30 ammo, so that you can't jump indefinately. Secondary uses 3 ammo per second, and ammo replenishes at the 2 per second.
I'll draw up a sketch of it later.
Most of my feedback will be on melee seeing as how all the weapons seem awesome.
First off the melee is very well done for taking a game with basically zero focus on melee combat and implementing an entirely new and original code and animation system. However I think some things need to be changed so melee is more balanced.
First off is there any way to increase the speed of the swings. I remember hearing that the animation speed for UT2K4 is locked but if there was a way to increased the speed/cooldown of swings it would add more diversity to the weapons. Also I think over time each weapon should be given specific animations and characteristics, but that will take time.
My major concern comes with the implementation of the katana. It just doesn't seem correct. The range, speed, and damage all seem to be off although this is understandable because all the weapons are heavier and from a different era than the katana. The animations are good for light and medium stances but the heavy stance in general is IMO horrible. However the heavy stance is the one most often used because of the windmill tecnique. The medium and light stances deal little damage and have poor range compared to the windmill of death.
Really just a simple damage buff on the katana would make me happy. Or a retooling of the heavy stance animations but that would be asking too much.
Also I don't know if this is possible but the inclusion of bolt on models would be a nice touch. to have your sword at your side in its sheath then add animations to show you drawing it and so forth.
First off the melee is very well done for taking a game with basically zero focus on melee combat and implementing an entirely new and original code and animation system. However I think some things need to be changed so melee is more balanced.
First off is there any way to increase the speed of the swings. I remember hearing that the animation speed for UT2K4 is locked but if there was a way to increased the speed/cooldown of swings it would add more diversity to the weapons. Also I think over time each weapon should be given specific animations and characteristics, but that will take time.
My major concern comes with the implementation of the katana. It just doesn't seem correct. The range, speed, and damage all seem to be off although this is understandable because all the weapons are heavier and from a different era than the katana. The animations are good for light and medium stances but the heavy stance in general is IMO horrible. However the heavy stance is the one most often used because of the windmill tecnique. The medium and light stances deal little damage and have poor range compared to the windmill of death.
Really just a simple damage buff on the katana would make me happy. Or a retooling of the heavy stance animations but that would be asking too much.
Also I don't know if this is possible but the inclusion of bolt on models would be a nice touch. to have your sword at your side in its sheath then add animations to show you drawing it and so forth.
Melee weapons in non melee game types?
My thoughts are regarding melee weapons in non melee game types.
Please create a option to turn off/on the melee weapons somewhere in the game settings. Let me explain why.
I noticed when playing Chaos DM or CTF, etc.. that the melee weapons or sword is in my inventory. I have a habit of using my mouse wheel to scroll through my weapon inventory while playing. I personally do not like to play with swords or other melee weapons. If I was to play with them, I would choose a melee game type. Scrolling through the weapons and having the sword pop up is just one more weapon that I don't want to have to scroll through. Now I am sure there are probably others who like to have melee weapons in non melee game types. I am not one of them.
Therefore, could you please have an option to turn off/on melee weapons in the game menu somewhere? I think that would please everyone.
Please create a option to turn off/on the melee weapons somewhere in the game settings. Let me explain why.
I noticed when playing Chaos DM or CTF, etc.. that the melee weapons or sword is in my inventory. I have a habit of using my mouse wheel to scroll through my weapon inventory while playing. I personally do not like to play with swords or other melee weapons. If I was to play with them, I would choose a melee game type. Scrolling through the weapons and having the sword pop up is just one more weapon that I don't want to have to scroll through. Now I am sure there are probably others who like to have melee weapons in non melee game types. I am not one of them.
Therefore, could you please have an option to turn off/on melee weapons in the game menu somewhere? I think that would please everyone.
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Two Words - Crotch Shot.
the ability to blow somones ball's off with the CPP and watch them die while the annoucer goes "CROTCH SHOT" would be f**kin awsome.
either that or an option to crank the gore, or nail people to the wall with the crossbow ala painkiller.
the ability to blow somones ball's off with the CPP and watch them die while the annoucer goes "CROTCH SHOT" would be f**kin awsome.
either that or an option to crank the gore, or nail people to the wall with the crossbow ala painkiller.
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I was actually thinking more like...:
BALL SHOT!!!
the unlucky player can have his/her head distorted to make the eyes or photoreceptors pop out.
BALL SHOT!!!

the unlucky player can have his/her head distorted to make the eyes or photoreceptors pop out.
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Ok, after getting some more play time in I've got some more suggestions.
- The needler needs to be made more useful, primary attack is not effective at all at medium range and overall feels like a poor substitute to the flak cannon.
- Why not give the skulls a proper gold skin, intead of just using a generic environmental mapping effect?
- How about the ability to slice off limbs with the cutter?
- Will you be implenting an AWO for the MUG?. I was thinking along the lines of a huge fire/ice ball.
- The needler needs to be made more useful, primary attack is not effective at all at medium range and overall feels like a poor substitute to the flak cannon.
- Why not give the skulls a proper gold skin, intead of just using a generic environmental mapping effect?
- How about the ability to slice off limbs with the cutter?
- Will you be implenting an AWO for the MUG?. I was thinking along the lines of a huge fire/ice ball.
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- Posts: 35
- Joined: Sun Apr 25, 2004 5:47 pm
How about the grenades from Unreal II? That grenade launcher was hell in a handbasket. And don't forget the Singulatory Cannon.
Oh, and how about teaching the bots how to return a flag? I have to kill my teammate bots so I can return the flag. They just keep yelling "The enemy flag carrier is here."
And another little bug, people frozen to death fall through the floor.
Oh, and how about teaching the bots how to return a flag? I have to kill my teammate bots so I can return the flag. They just keep yelling "The enemy flag carrier is here."
And another little bug, people frozen to death fall through the floor.
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- Joined: Wed Jun 09, 2004 5:49 am
The Cutter always reminds me of the disk weapon from AvP and AvP 2 and then I thought why not add a homing capbilty to the cutter similar to the one on the original rocket launcher (ie hold a person in your sites for thirty seconds, hear a tone, fire).
Also I'm starting think this mod might need a medium damage, instant hit weapon like the mingun, shock rifle (or even the assault rifle).
Also I'm starting think this mod might need a medium damage, instant hit weapon like the mingun, shock rifle (or even the assault rifle).