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ERDW suggestion
Posted: Fri Sep 05, 2003 4:06 pm
by Funky_K
After playing for a couple weeks, I have really come to like the ERDW. But I think it could be better.
In secondary fire mode, I don't see the benefit of being able to go through walls... unless you have some kind of advanced tracking mode like the sniper rifle has.
Maybe there should be some tracking goggles that rotate with the gravity belt and jump boots. When these are turned on, you would be able to see through walls, similar to the sniper rifle's advanced mode.
Has this been discussed? What do you guys think?
Posted: Fri Sep 05, 2003 4:37 pm
by Logue
It had a scope in the IR cos they like to cheat and it was taken out to make the gun more balanced although a mode like the rail gun in red faction would really pwn. When you just pick up heat from the other players. *runs off to play red faction*
Posted: Fri Sep 05, 2003 5:02 pm
by jeditobe1
The shooting through walls thing is very nice when someone is camping.. but anyways, i find i use it the most when i just lose sight of people around a corner or when i know someone is walking above me or below me
Posted: Fri Sep 05, 2003 5:21 pm
by jb
There are also some techincal issues we did not have a good work around. One of them was replication. When you play on a server your PC only "knows" about a small part of the Game your playing. More importantly you only "know" about a players position if you can SEE that player. Thus a player hinding in a corner of a room you can not SEE in would never show up on your PC. And when I mean SEE I mean Displayed on your PC. We would need Epic to help us in order to get it to work. Then once you know players postions then its easy to write a cheat for it ;(
Trust me, the RF Rail Driver was the goal but do to engine limitations we had to settle on this

Posted: Fri Sep 05, 2003 6:19 pm
by Zachariah
Is it just me or is this the 10th time someones mentioned heat goggles in an individual thread???
mebbe you could make a pair of heat goggles that simply make the area around you appear darker and enemies nice and bright , ala metroid prime...
also , what about the radar for Invasion , or Mutant??? those display player location quite nicely(aside from the y axis I mean...)
Posted: Fri Sep 05, 2003 6:56 pm
by neolith
Pepito wrote:also , what about the radar for Invasion , or Mutant??? those display player location quite nicely(aside from the y axis I mean...)
Yes, but apart from the missing z-axis you'll note that there's only points. They don't show the player model, the player's orientation, his current action, the weapon he's carrying etc. I'm no coder, but I think that all these infos are needed to draw the model in 3d space. So no looking through walls, we've had that discussion quite often.
Apart from that I still think that the ERDW already is
very powerful. I've seen players switching from the sniper to the ERDW and taking others out through three walls...
Posted: Fri Sep 05, 2003 7:47 pm
by DJPaul2
jb wrote:There are also some techincal issues we did not have a good work around. One of them was replication. When you play on a server your PC only "knows" about a small part of the Game your playing. More importantly you only "know" about a players position if you can SEE that player. Thus a player hinding in a corner of a room you can not SEE in would never show up on your PC. And when I mean SEE I mean Displayed on your PC. We would need Epic to help us in order to get it to work. Then once you know players postions then its easy to write a cheat for it ;(
Trust me, the RF Rail Driver was the goal but do to engine limitations we had to settle on this

Might be able to do it with that attached actor trick I mentioned on an ICQ a whlie ago, Jb (or bAlwaysRelevant, if you feel like increasing everyone's ping

)
Posted: Sun Sep 07, 2003 2:36 pm
by TSA
IMHO the playability of the ERDW is just about right. The weapon is powerfull, but balanced as you cannot carry much ammo for it. Being able to punch through walls is great if you loose sight of the enemy because he runs behind an obstacle or something, if you hit him, that just demonstrates great tracking ability. If you miss, give chase, thats what its about.
Posted: Sun Sep 07, 2003 3:27 pm
by Swift Viper
If someone runs behind a wall or hide behind something and you know their there, I'm sure it would be useful to alt fire them

(runs off to play ERDW Arena).
Posted: Mon Sep 08, 2003 12:07 pm
by jb
Gasman was able to see the ERDW issue on rapid repeated fires (same issue that happens from time to time on the cutter) and fix it. It had to do with when the weapon runs out of ammo.
Posted: Mon Sep 08, 2003 2:26 pm
by Auraka
Curious as to which line in the log file I sent points to the issue, as I couldn't see anything specific to the ERDW but suspect it's in here:
ScriptLog: hit DM-Enchanted.TerrainInfo0
ScriptLog: spawning effects here 1575.32,881.07,-230.71
ScriptLog: with rotation 51011,20814,0
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
ScriptLog: hit DM-Enchanted.TerrainInfo0
ScriptLog: spawning effects here 1482.10,559.19,-272.10
ScriptLog: with rotation 50334,19286,0
ScriptLog: hit DM-Enchanted.TerrainInfo0
ScriptLog: spawning effects here 1479.18,524.66,-275.95
ScriptLog: with rotation 50641,20457,0
ScriptLog: hit DM-Enchanted.TerrainInfo0
ScriptLog: spawning effects here 1368.98,260.28,-287.59
ScriptLog: with rotation 52050,18106,0
Error: GrenadeLauncher_Secondary DM-Enchanted.GrenadeLauncher_Secondary (Function ChaosUT.GrenadeLauncher_SecondaryFireModeAbstract.PlayFiring:0092) Accessed array 'RandomFire' out of bounds (0/0)
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Warning: ASM_AssaultRifle DM-Enchanted.ASM_AssaultRifle (Function XWeapons.AssaultRifle.DetachFromPawn:000D) Accessed None
Error: GrenadeLauncher_Secondary DM-Enchanted.GrenadeLauncher_Secondary (Function ChaosUT.GrenadeLauncher_SecondaryFireModeAbstract.PlayFiring:0092) Accessed array 'RandomFire' out of bounds (0/0)
Posted: Thu Sep 11, 2003 2:32 pm
by TSA
Auraka wrote:Curious as to which line in the log file I sent points to the issue, as I couldn't see anything specific to the ERDW but suspect it's in here
Looks like this one:
Error: GrenadeLauncher_Secondary DM-Enchanted.GrenadeLauncher_Secondary (Function ChaosUT.GrenadeLauncher_SecondaryFireModeAbstract.PlayFiring:0092) Accessed array 'RandomFire' out of bounds (0/0)
Posted: Thu Sep 11, 2003 5:04 pm
by jb
naw thats someting that we have not been able to nail down atm. And it only effect which sounds is played. I think it happens when 2 greandes expoded together.....but thanks for the info!
Posted: Thu Sep 11, 2003 8:06 pm
by Logue
Could you cheat and use a different sound for 2 granades?
Posted: Sat Sep 13, 2003 2:31 am
by -Penfold-
I don't think the weapon should allow you to see through walls. Shooting through walls is in some ways a bit cheap, but I think it is well done as is, since the beam is narrow, the fire rate is slow, and the gun has such low ammo. Any seeing through walls would just make the weapon cheap/cheat-like, and I'd be against it.
BTW, leaving the beam hanging for a second or two is a nice touch, giving away the direction of the shooter to give somewhat of an edge to the guy who is getting shot at through walls.
Just my opinion.