Wha...?R.Flagg wrote:CCTF flag-drop time is less than 3 minutes by default (think I saw about 2:40 or so - if we're to be off a bit it should be over 3, not under)
True. Very irritating bug...R.Flagg wrote:Once you have aquired both ammo types of a Chaos 'two-ammo' weapon (ie: MUG, Sniper), and then run out of whatever ammo was in the gun 'first' when you got it, you will not be able to reload that ammo type again from weapon lockers until you die.
Yaaaaaa... Happened when I was playing a 1-1 with only CUT weps...R.Flagg wrote:SpyProxy - can fall thru map when going into SpyProxy (spotted in Antalus offline - is it if/when you enter SpyProxy at same moment proxy itself hits the ground?)
True. Again, very irritating bug...R.Flagg wrote:Bike - brakes only seem to work if I'm holding the throttle open at the same time
Isn't that to do with the projectile of the grenade, which on reaching its zenith, intersects with the projectile of the player, if in a staticish position [Swimming, bottom most point of GH swing, jumping, etc.]?R.Flagg wrote:Grenade Launcher - if jumping/swinging/floating forward while aiming slightly downward, you will often times somehow hit yourself with the grenade - when it really seems like you shouldn't. And with other weapons in same move, you don't hit yourself. It's almost as if moving in this way somehow causes the nades at times to just 'fall out' of the launcher and hit your feet or something, instead of being "launched" forward and away from you.
Sooo true. Most irritating bug of all...R.Flagg wrote:Duel - Epic's 'who-pushed-me' rules don't work in Duel (ie: you are not credited with the 'Kills')
Longish melee weps do similar things. When using Katana in Heavy stance while looking down/crouching, attack is stopped by groundR.Flagg wrote:Staff melee weapon usually can't attack when crouched
All melee weps do that, in duel at leastR.Flagg wrote:Staff sinks halfway into ground when dropped
If im not mistaken...:R.Flagg wrote: Bots sometimes get stuck at grav belt spawn points (sometimes even 'predicting' them somehow?) - Fixed in IR8?
Bots still getting stuck at relic spots (maybe more than one cause for same symptom? perhaps trying to re-pickup relics they already had and then tossed earlier in same life? perhaps trying to pickup Strength relic when holding DA?...)
Bots run through maps attempting to do two things: Achieve objectives (flags, balls, etc) and pick up stuff (weps, health, etc). When following a bot path they go all around, even taking breaks to attack enemies, hence taking a longish time to complete a full circle [assuming they are on offence or this is a deathmatch]. thus, if a spawn point for a GB or relic comes in their way, they wait until they pick it up before moving off to their next see-if-I-can-pick-up-something area. Hence the wait.
Additional note: They seem to, however, skip default wep/powerup pickup areas if there are no powerups available. Maybe those powerups have a default switch which tells the bot if they have picked up the stuff and can go now (and if they haven't, to try to pick it up again).
These are just guesses...
AFAIK: YES!!!R.Flagg wrote:Ricochet from standard sniper bullets still working and deadly?
Can I still kill myself with ricochet from standard sniper bullets?
Yeah, this was happening...R.Flagg wrote:Bike - Players on Bikes are non-solid. Can't headshot them, etc. - fixed in IR8?
Always...R.Flagg wrote:3rd person melee weapon change animation looking correct and pretty when compared to normal weapons?
Yeah, I wanted to mention that this was happening but I forgot...R.Flagg wrote:Spotted bot standing up again while driving in Scorpion in Submagma (possibly happens when taking personal damage while driving in Chaos game types?)
YES!!!R.Flagg wrote:Bots still try to use MUG from too far away?
WHAT?! NO!!! I'D LOVE LASER MINE ARENA!!!R.Flagg wrote:Laser Mine Arena is too silly to be available - Weapon Arena mut list should be reviewed, and only sensible options included
Nah... It's really quite good...R.Flagg wrote:Vengeance explosion effect still Very unbalanced and Very overblown
Those are not bad things...R.Flagg wrote:----- just a reminder of one gameplay issue - unlike most explosions, this one leaves a cloud of smoke hanging around for some time which severely affects the players' ability to see. It's even more of a noticeable thing when playing bots (as most of our fans do of course). Try playing DM with the higher skilled bots for example, and you'll Often have stuff like rail shots coming from out of the cloud and nailing you ... when you can't even see them standing there.
Needle primary still too 'flak-ish'
The whole point of laser mines being clandestine weapons is that they're supposed to be hard to see. Even so, they are already quite easy to noticeR.Flagg wrote:Laser mines need something to make them stand out more, perhaps like the 'pulsating' idea I mentioned before (like the sky beams of ONS nodes being damaged)
Again, not a bad or unbalanced thingR.Flagg wrote:ERDW destroys powernodes too quickly as well
YES!R.Flagg wrote:Find a way - new model, new code, new design, anything - to some day and some way remove the "1" ammo from empty turret launcher
YES!R.Flagg wrote:Bike needs Much tighter turn radius (on keyboard steering at least)
YES! YES!R.Flagg wrote:Bike should be able to do holding-brake-fishtail turns at least as well as the other vehicles, if not better
YES! YES! YES!R.Flagg wrote:Bike - when the brakes do work (throttle open), they work fast (strong) enough now IMO, however it looks very much like the 'front brake' is being used, and ideally that would not be the case. Any rider will tell you that you normally want to apply more pressure to back brakes than front, so you don't eat handlebars or street.
Sounds Cool!R.Flagg wrote:Bike - alt fire perhaps could be a nice wheelie, just for fun
For their current manoueverability, not really...R.Flagg wrote:Bike rockets a bit too powerful
TrueR.Flagg wrote:Bike rockets should not be able to shoot low enough to be killing yourself with them while on bike by shooting ground in front of you
CUTSR and CUTTER ammo does the same...R.Flagg wrote:Crossbow - vehicles (or at least some of them) are pushed around too much when hit by arrows
That was my two paisae...
And finally, an Idea:
CUTTER AWO:
Primary fire - Shoots a tele-blade; Reconstructs tele blade on CUTTER
Alt fire - Nothing if tele blade is not fired; Translocates to blade if blade is fired
This works like the TL except,
-No TL blade recharge time
-No arcing blade; Blade fires fast and straight
WHAT SAY YOU, OH MINIONS OF CHAOS?
