One thing you can do is hide your translocator somewhere safe and use it if you are about to get sucked up, but you have to be fast to switch to it in time...Pepito wrote:you can always just "drop anchor" (grapple into whatever ground is at your feet) and repeatedly hit the grapple up key. The vortex Does affect you somewhat , but if your fast enough on the key, you'll never move more than a foot from your original position.
Wish List for CUT2
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That works for redeemers too... On my Redemption2 map you can watch a redeemer heading straight for you but have your xloc hidden somewhere safe, then at the last minute xloc away and frustrate the hell out of the shooter.
Hey maybe I should release that map? Everyone at the local conventions loves it.
Hey maybe I should release that map? Everyone at the local conventions loves it.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
Forgot about my CUTTER suggestion...
(Summarized from another post)
Lets say you have the CUTTER and you know an enemy's around a corner... only problem is you have to hit him directly if you bounce the disc. This is even harder in CUT2 than CUT because the more detailed world means surfaces which aren't as easy to approximate the bounce angles needed to hit target.
So I suggest making the [weapon option] button toggle modes, making primary fire one-bounce and secondary fire two-bounce. Such that primary fire bounces only once, the second impact is an explosion, and secondary fire has one additional bounce. Now that would be a Tactically Enhanced Ripper!

No, really:
(Summarized from another post)
Lets say you have the CUTTER and you know an enemy's around a corner... only problem is you have to hit him directly if you bounce the disc. This is even harder in CUT2 than CUT because the more detailed world means surfaces which aren't as easy to approximate the bounce angles needed to hit target.
So I suggest making the [weapon option] button toggle modes, making primary fire one-bounce and secondary fire two-bounce. Such that primary fire bounces only once, the second impact is an explosion, and secondary fire has one additional bounce. Now that would be a Tactically Enhanced Ripper!


No, really:

Last edited by -Penfold- on Fri Oct 10, 2003 1:01 am, edited 3 times in total.
The WIT, Weapon Implimented Translocator [edit] (a Translocator beacon which can fire small quantities of ammunition) [/edit]
Changing the weapon mode switches from translocator to WIT, which would use the beacon mesh or a new mesh. In this mode each and every launch (including WITs launched but not fired) would cost the user twice the ammo as is fired by the WIT (as the cost to provide ammo and the cost to provide the ammo firing mechanism). The Chaos team would have to balance out how much of each ammo type the WIT could hold. The ammo type used would be the same as the previous weapon (or a fixed ammo type or even changeable by the change ammo type button).
When the WIT is equipped (toggled to from translocator) the lauching of it would automatically switch the view to the WIT camera. Right clicking would fire the WITs weapon. A damaged WIT cannot fire. The change ammo type button used while a WIT is not in its launcher could be used to generate a new WIT (and restore view to the player's). Ammo cost would be deducted upon launching the WIT (not upon equipping it)
Even cooler would be for each round fired (for WITs that could hold more than one round) the WIT would have a substantial KARMA physics recoil as it is a tiny device firing (relatively) large weaponry.
A damaged WIT should still maintain its camera view (and maybe even show no WIT camera viewable damage indication), however, so that the player who damaged it would have the reward of knowing that the player might not realize it was damaged and therefore be frustrated that nothing fires when he finally tries to shoot.
[edit]
Slight change: primary (if WIT in launcher) launches WIT or (if WIT is in the field) re-equips new WIT in launcher and restores view to player, secondary fires WIT ammo, secondary held with primary tap transports player to beacon. Ammo change still toggles ammo type (only while WIT is in launcher), and Weapon option switches from normal Translocator and launcher to WIT and launcher.
[/edit]
Changing the weapon mode switches from translocator to WIT, which would use the beacon mesh or a new mesh. In this mode each and every launch (including WITs launched but not fired) would cost the user twice the ammo as is fired by the WIT (as the cost to provide ammo and the cost to provide the ammo firing mechanism). The Chaos team would have to balance out how much of each ammo type the WIT could hold. The ammo type used would be the same as the previous weapon (or a fixed ammo type or even changeable by the change ammo type button).
When the WIT is equipped (toggled to from translocator) the lauching of it would automatically switch the view to the WIT camera. Right clicking would fire the WITs weapon. A damaged WIT cannot fire. The change ammo type button used while a WIT is not in its launcher could be used to generate a new WIT (and restore view to the player's). Ammo cost would be deducted upon launching the WIT (not upon equipping it)
Even cooler would be for each round fired (for WITs that could hold more than one round) the WIT would have a substantial KARMA physics recoil as it is a tiny device firing (relatively) large weaponry.
A damaged WIT should still maintain its camera view (and maybe even show no WIT camera viewable damage indication), however, so that the player who damaged it would have the reward of knowing that the player might not realize it was damaged and therefore be frustrated that nothing fires when he finally tries to shoot.

[edit]
Slight change: primary (if WIT in launcher) launches WIT or (if WIT is in the field) re-equips new WIT in launcher and restores view to player, secondary fires WIT ammo, secondary held with primary tap transports player to beacon. Ammo change still toggles ammo type (only while WIT is in launcher), and Weapon option switches from normal Translocator and launcher to WIT and launcher.
[/edit]
Last edited by -Penfold- on Wed Oct 22, 2003 9:46 pm, edited 1 time in total.
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I'm embarrassed to say this but , what does it do?-Penfold- wrote:The WIT, Weapon Implimented Translocator.
Changing the weapon mode switches from translocator to WIT, which would use the beacon mesh or a new mesh. In this mode each and every launch (including WITs launched but not fired) would cost the user twice the ammo as is fired by the WIT (as the cost to provide ammo and the cost to provide the ammo firing mechanism). The Chaos team would have to balance out how much of each ammo type the WIT could hold. The ammo type used would be the same as the previous weapon (or a fixed ammo type or even changeable by the change ammo type button).
When the WIT is equipped (toggled to from translocator) the lauching of it would automatically switch the view to the WIT camera. Right clicking would fire the WITs weapon. A damaged WIT cannot fire. The change ammo type button used while a WIT is not in its launcher could be used to generate a new WIT (and restore view to the player's). Ammo cost would be deducted upon launching the WIT (not upon equipping it)
Even cooler would be for each round fired (for WITs that could hold more than one round) the WIT would have a substantial KARMA physics recoil as it is a tiny device firing (relatively) large weaponry.
A damaged WIT should still maintain its camera view (and maybe even show no WIT camera viewable damage indication), however, so that the player who damaged it would have the reward of knowing that the player might not realize it was damaged and therefore be frustrated that nothing fires when he finally tries to shoot.
It would be a translocator beacon that would shoot. If you don't know, hitting the key that you bind to directly to your translocator (not a weapon toggle, but the translocator button itself) can be hit after sending out a translocator beacon. This changes the view to the translocator camera. The WIT would just allow for the beacon to shoot a few rounds of ammo.