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LOL

Posted: Fri Sep 05, 2003 4:27 am
by JRansak
I don't like the idea of something actually being said ...HAAAA-LE-LOO-YAH!!!...- but you've got to admit it would be pretty funny :D.
I don't think this superweapon should have to be used out in the open, though, b/c (1) i hate the Painter for having that limitation and (2) unlike light, sound travels through walls (and ceilings and floors..). So probably the best way to deliver the MESSAGE (lol) is to drop a device (kinda like a mine) that produces the sound-blast.
I also like your (Pepito's) ideas for a proxy mine parashoot drop
and the adrenaline combo that produces an ultrasonic field..
another nice one would be a proxy para drop , or a storm of arrows...

how about a powerup/adren combo that causes the player to generate an ulrasonic field that tears apart evrything that passes close enough...tag , you're it...

Re: LOL

Posted: Fri Sep 05, 2003 6:43 pm
by Zachariah
JRansak wrote:I don't like the idea of something actually being said ...HAAAA-LE-LOO-YAH!!!...- but you've got to admit it would be pretty funny :D.
I don't think this superweapon should have to be used out in the open, though, b/c (1) i hate the Painter for having that limitation and (2) unlike light, sound travels through walls (and ceilings and floors..). So probably the best way to deliver the MESSAGE (lol) is to drop a device (kinda like a mine) that produces the sound-blast.
I also like your (Pepito's) ideas for a proxy mine parashoot drop
and the adrenaline combo that produces an ultrasonic field..
another nice one would be a proxy para drop , or a storm of arrows...

how about a powerup/adren combo that causes the player to generate an ulrasonic field that tears apart evrything that passes close enough...tag , you're it...


A mine deployment idea would be quite nice...especially if it could be laid , and then triggered from a distance...

Posted: Sat Sep 06, 2003 2:08 pm
by Zachariah
just out of curiousity , can anyone tell me how many diff ammotypes the MuG can be expected to have???

Also , how will the Alternate and primary firemodes for the Fire , ice , and Airblast ammotypes be set up???

Posted: Sun Sep 21, 2003 11:53 pm
by Zachariah
Allright , a few people have talked about Emp Grenades thus far , but none of them have really talked about what they would want EMP grenades to do , so here are MY ideal EMP grenade effects.

The ability to Short out Turrets and Firemines.

The ability to screw up Proxy fuses. This would cause any proxies within the blast radius to have Random fuses , they could explode immeadiately after the blast , or up to 20 seconds later.

The ability to Damage Shields. The I Deal Emp grenade would drain all of a person's sheilds. making it a smart alternative to whittling them down the normal way.

The ability to discharge in water frying everyone inside.

The Ability to screw up the sending signal on a translocator beacon . any beacon within 30 feet of the grenade's blast will be scrambles , and when the hapless fool trys to warp , they are gibbed on arrival.

Posted: Mon Sep 22, 2003 12:40 pm
by jb
Wow,
SPA had some very simular ideas. Like a redeemer flies crazily. ION painters can not paint targets.... So these are good ideas. Something [edit]we[/edit] (will) will look at soon!!!

Posted: Mon Sep 22, 2003 3:03 pm
by DJPaul2
jb wrote:Wow,
SPA had some very simular ideas. Like a redeemer flies crazily. ION painters can not paint targets.... So these are good ideas. Something will will look at soon!!!
Who's Will?

Posted: Mon Sep 22, 2003 9:04 pm
by Shadowstar
Will is that guy who always ends up having to do everything nobody else wants to do and then gets shot at.

Poor guy.

I had some ideas for the flash grenades that were along these lines. I would really like to see something like this, be it EMP or flash... Doesn't matter to me, though I do think the flash grenades are on the edge of useless right now.

Posted: Mon Sep 22, 2003 10:18 pm
by Zachariah
Shadowstar wrote: though I do think the flash grenades are on the edge of useless right now.
I agree there . Flash grenades can be loads of fun on more sneaky games like America's army , but I don't really think there's any real way you can train a flashed bot to act like a flashed human. And in the fast paced world of UT2003 , The flash grenade needs to have a near debilitating effect. A person who is flashed should feel the effects for at least a minute , and when they finally do regain sight , they should be wondering how the hell they managed to get where they ended up. A flash grenade should also blind , and in rare cases , cause a person to expand until critical mass , and then burst in a cloud of confetti.

EDIT: a flash should also deafen.

EDIT EDIT!!!: hey maybe the flash should be remade into a concussion grenade , with an explosion that causes no damage , but can knock people around quite well , anyone too close to the epicenter of the blast could be blinded and deafened , and any projectiles flying near the blast (rockets , grenades , exp arrows. ) could explode in midair.

Posted: Mon Sep 22, 2003 10:58 pm
by jeditobe1
I disagree about the flash grenades. The problem is that most people think they are useless and never use them, then never figure out HOW to use them. Its very possible, especially on a small level, to use flash grenades to steal an enemies (defended) flag and make it back to your base without taking more than 20 damage using flash nades. Ask flagg, i did it to him on chrome.

Try using a couple flash nades online during flag runs, and you will see other people start using them too most likely =) Just drop a timed one at your feet or fire a instant hit one behind you as you turn a corner.


Flash grenades do have an auditory effect, though imo it should be a little louder.

Posted: Tue Sep 23, 2003 12:54 am
by R.Flagg
Yup yup. I agree with Jedi, and have said the same thing all along. Flash grenades are not useless, and they are fun.

They work well when somebody's lining you up with an ERDW too.

And I'm finding they are just as useful on defense in CTF. Lob a few in front of a flag carrier and you can buy a few seconds to murderize him.

I like them, I think they were done very well too. They are one of my favorite new toys in this version. Wouldn't change a thing, except maybe the sounds (and I did suggest that in the dev forums awhile back).
but I don't really think there's any real way you can train a flashed bot to act like a flashed human
They're getting there. But I don't think that's the central issue. Great bots are nice to have, but they will never be the same as humans. And if we limited the mod to what the bots do well, it wouldn't be nearly as fun online with your friends. The bots in UT and UT2003 are light years ahead of what we had in Q2, and they just keep getting better.

IMO, we need to design the mod for humans, all the way thru. And then try and get the bots to catch up. What they do they do, what they don't they don't, and we live with it or work on it. But I would not want us to design a weapon or feature based on what the bots can do. I think we're better off designing based on what you and I can do.

Posted: Tue Sep 23, 2003 1:42 am
by Zachariah
Well I brought up the bot thing , as I am one of those players who is blessed with 26.3 k , and is unable to play online with my main pc. however I never considered CTF , and now that I look at it that way , I can see lots of potential uses , but I still say that they need some tweaking to make them more. . . (can't think of the right word , I want to say powerful , but not quite.). . . I guess I could say efficient , But I'm not quite sure if that's what I should be saying. I'f you've seen the Flashbangs in America's army , you might see what I'm talking about . those are simply awesome , yet, the pace of that game is slower , so it has more of an effect if you lob one through a doorway onto an unsuspecting team than it would in UT2k3.

I wan't a flashbang that I would "want" to use often , outside of ctf/br/dom games , or else , I want a flashbang that doesn't show up as often as the other grenades . but it's not really that big of a deal.

Posted: Tue Sep 23, 2003 10:17 am
by DJPaul2
Pepito wrote:Well I brought up the bot thing , as I am one of those players who is blessed with 26.3 k , and is unable to play online with my main pc. however I never considered CTF , and now that I look at it that way , I can see lots of potential uses , but I still say that they need some tweaking to make them more. . . (can't think of the right word , I want to say powerful , but not quite.). . . I guess I could say efficient , But I'm not quite sure if that's what I should be saying. I'f you've seen the Flashbangs in America's army , you might see what I'm talking about . those are simply awesome , yet, the pace of that game is slower , so it has more of an effect if you lob one through a doorway onto an unsuspecting team than it would in UT2k3.

I wan't a flashbang that I would "want" to use often , outside of ctf/br/dom games , or else , I want a flashbang that doesn't show up as often as the other grenades . but it's not really that big of a deal.
Nah, the *best* flashbangs ever, i'm afraid, are in Tom Clancy's Raven Shield.

Flashbangs

Posted: Tue Sep 23, 2003 9:03 pm
by Frobozz
I know exactly where you're comming from Pepito, I've also never played UT2K3 (or the original UT for that matter) online with my pathetic 26K modem connection. Thus, until the phone/cable companies get off their lazy behinds and wire me up, flash 'nades are absolutely useless for me if the bot's don't react in some way.

In a true multiplayer game, like when I played Team Fortress (the last game I played online my connection could support), I think they'd be awesome.

One problem though I seem to be having with the weapons though is I can't seem to cycle between them fast enough. In Team Fortress, when I wanted to toss a 'nade, they were bound on seperate keys and didn't require a weapon switch to toss. Maybe I just need to re-think my key bindings or something, but I'd think it would be troublesome to switch from an assault weapon, like a rocket launcher, to the grenade launcher, cycle to the proper grenade type, fire, and switch back to the rocket launcher. In TF, I just held one key to prime, and release to throw, never leaving the weapon I was using.

Just my 2 cents.

-Frobozz

Re: Flashbangs

Posted: Tue Sep 23, 2003 10:54 pm
by Zachariah
Frobozz wrote:I know exactly where you're comming from Pepito, I've also never played UT2K3 (or the original UT for that matter) online with my pathetic 26K modem connection. Thus, until the phone/cable companies get off their lazy behinds and wire me up, flash 'nades are absolutely useless for me if the bot's don't react in some way.

In a true multiplayer game, like when I played Team Fortress (the last game I played online my connection could support), I think they'd be awesome.

One problem though I seem to be having with the weapons though is I can't seem to cycle between them fast enough. In Team Fortress, when I wanted to toss a 'nade, they were bound on seperate keys and didn't require a weapon switch to toss. Maybe I just need to re-think my key bindings or something, but I'd think it would be troublesome to switch from an assault weapon, like a rocket launcher, to the grenade launcher, cycle to the proper grenade type, fire, and switch back to the rocket launcher. In TF, I just held one key to prime, and release to throw, never leaving the weapon I was using.

Just my 2 cents.

-Frobozz
Yeah those phone companies are all out to get us. for the record I do play UT2k3 online via a lan me and my friends call together every weekend , I just cant at my home pc where I do 90% of my gaming. plus I hav'nt been able to play on a chaos server yert.

-Frobuzz

this alot of people don't realize this at first( me included) but when swapping through ammo's you don't have to wait for the animation to finish , you can see your ammo type down there in the corner , by the ammo counter , and with a few presses of the switch ammo key (F for me) you can easily master quick swaps.

Posted: Tue Sep 23, 2003 11:26 pm
by Shadowstar
I've been tossing around ideas for how to make sound effects for Flash grenades, but the problem is, we can't really do anything realistic with it given the limitations of the Unreal engine. For instance, I considered having an "ear ringing" effect to go with them, but the effect would be terrible unless it could be played over a muffling effect. And muffling would require the modification of all other audible sounds, which is not something the UT2003 engine can do (or at least thats what I was told). Though I don't see why you can't just attach a small audio occlusion volume/actor to the player to achieve that effect, but the coders know more than I.

So, it comes down to making a sound effect for the explosion, which we basically already have, plus a strange bagpipes sound (I dont know where that came from!)... Maybe that could be nixed.

I'm willing to entertain suggestions of course.