CUT v1.0 Kudos & Gripes

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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Proxymus
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Joined: Mon Jun 03, 2002 3:01 am

CUT v1.0 Kudos & Gripes

Post by Proxymus »

Hey, guys!!!

Congratulations on finally releasing version 1 of Chaos UT. I finally got a chance to download and am thoroughly enjoying it. You have all put a great deal of effort into making this mod possible and should be commended.
Now, as much as I like this mod and have many good things to say about it, there are also a few niggling shortcomings that I would like to address. I'm sure you guys were already planning to rectify some of these for a future release (possibly v1.1) but I wanted to give in my feedback, so here it is.

First of all, I LOVE the CAS12!! That's my favourite weapon of all. I go hunting for it in every game. It's simple, straightforward and very formidable. This weapon can do no wrong.

Next is the Utility Gun and it really pains me to say this but well......it kinda sucks. I found it to be pretty useless and cumbersome. The air mode is unreliable as I found myself facing the enemy firing several times without even ruffling their arm hairs. Most times it doesn't even look like I'm firing anything.

The Ice mode was pointless and had no practical application in any of the game modes. Sure it slows them down a bit, but, come on!! There was really no advantage to be gained from using it.
I would suggest that successive use of the Ice cannon should progressively slow your opponents down and blind them further until they are completely frozen. Then a good slug from the impact hammer (or even the airfist) should shatter them to pieces. :twisted:

The fire mode, though being the best firing mode the utility gun has, doesn't have a lot going for it. your opponents get blinded by the flames, but they're gone in no time and don't do enough damage to make being on fire anything that merits worry. :?

I like that the vortex now has two different time releases. This makes it a lot more of a strategic weapon while still being as 'chaotic' as before....personally I think it could have done with some better visuals, though. I remember how the vortex in ChaosDm could change colours and shoot lightning around the room when it was released. The CUT vortex looks kinda dormant in comparison.......but it's passable.

The Claw still feels unfinished to me. You mean to tell me you guys couldn't come up with an alternate fire for the claw in flak mode. I think that if you're going to dub it the Flak v2, then it shouldn't have less functionality as a Flak cannon than the original. :)
Other than that, the Claw's pretty cool. I'd like to see some other ammo types added to it (Say.....poison and flash grenades? [:D Hopefull grin]) Perhaps the alternate fire for these and the flak ammo would be to switch between them (that way you wouldn't have to cycle through them, the proxies and the Flak 1 to get the grenade you want).


Grappling Hook.......Ain't nothin' wrong with that! :wink:


The Bastard Sword is as cool as ever....my only suggestion here would be to make the swinging and blocking actions faster (with the blocking action slightly faster than the swinging action. Not only would this make sword fights more exciting, but it would also allow fast recovery from blocking a swing to either counter attack or block again.

Adding the ability to turn on the gravity belt at will is sheer genius!

King of The Hill is a lot of fun, Although at times it feels too much like Domination, but I like the nifty crown that appears when you're in the lead and the map designs are great.

Finally, the slo-mo cam has been somewhat buggy. Sometimes it doesn't work at all and sometimes it does, but then causes troubles when switching maps.

Everything else has been very well done. keep up the good work and I'll look forward to the next release.
*Formerly known as AnarKy*
jb
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Post by jb »

Thanks for your feed back. Here are some things I wanted to touch on:
Next is the Utility Gun and it really pains me to say this but well......it kinda sucks. I found it to be pretty useless and cumbersome. The air mode is unreliable as I found myself facing the enemy firing several times without even ruffling their arm hairs. Most times it doesn't even look like I'm firing anything.
We made the air mode very tough to hit on purpose. Why? Back in our Q2 mod we had the AirFist which did the same thing. We found a lot of people were spaming this. We also thought its range was too powerfull. So we wanted to limit that. Maybe we did it a bit too much. So could it work better if we gave it a larger area off effect?


The Ice mode was pointless and had no practical application in any of the game modes. Sure it slows them down a bit, but, come on!! There was really no advantage to be gained from using it.
I would suggest that successive use of the Ice cannon should progressively slow your opponents down and blind them further until they are completely frozen. Then a good slug from the impact hammer (or even the airfist) should shatter them to pieces.
The ice mode was ment to slow down people. During our internal testing one hit would freeze someone in place and the weapon became a one hit one kill weapon which was way too powerfull. We have backed it down somewhat to be a bit more balanced. But we can modify. Whould more damage or a longer freeze time help?

The fire mode, though being the best firing mode the utility gun has, doesn't have a lot going for it. your opponents get blinded by the flames, but they're gone in no time and don't do enough damage to make being on fire anything that merits worry.
Again we had it much more powerfull. We cut it back but maybe too much. So we make it do more damage...longer fire effect?


As far as the others they are good point. But up until a few weeks ago we lost allmost all of the people that make the models and skins. So we had no way to add other features. Now with UT2003 right around the corner we would rather add these but to the new UT2003 version. So were are trying to tweak things we can and correct for bugs in the next version of CUT. All of the new stuff will be saved for the new version. We have fixed the slomo issues as well.


Soo I would love to hear more from you and in fact how we can improve things for UT2003.
Jb
Jan-Pieter
Chaotic Dreams Team
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Post by Jan-Pieter »

Hi there. Actually the airblast doesn't work correctly yet in CUT1.0, it's depending on the distance between the shooter and the target but it was coded the other way around accedently. Upclose there's hardly any blast and at the maximum distance there's a fierce blow.

As you may have noticed there's a delay for the blow. Without it would be really annoying if ppl could just be pressing it repeatedly. Hence we made sure you have to time and aim it correctly. When properly used the gun can be very usefull when you're opponent is near an edge.

During testing with a delay with I think 2 secs meant certain death because you got enough time to keep shooting it with crystals or load your rocketlauncher. Now the effect is less, you just need to be a bit better to finish your victem off :p When I use the freeze on masterful bots they don't stand a chance 8)

You may be correct about the firemode...

Also keep in mind the weapon wasn't meant to be a powerful weapon like the rocketlauncher for example, more as powerful as the pulserifle.

I'm glad you liked the CAS12 :) At the moment we're not sure if we'll use it in the current form though :?

The grenades (see picture left) were in an 80-90% state but we didn't know how long the wrapping up would take. But you will see them in UT2003 :twisted:
Corvus|CL
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Post by Corvus|CL »

I think the UG air mode is quite okay, it is a little tricky to aim with at first, but it is okay. After some practice you learn how to push your opponents in unkomfortable places. Or you can use it with your own teammates, like pushing the flag carrier to your base. ;)

The other firing modes could be a little stronger, I think you should improve damage and freeze time/fire effect a little bit.
:idea: The ice projectiles schould work like cluster bombs (when you don't hit your victim directly and he doesn't freeze) with sharp splinters similiar to grenades. ;)
It would be cool if you could use the UG as flame thrower, firing a beam of fire (similiar to Pulse Gun secondary fire) and every foe it hits will catch fire. ;)
:idea: Maybe you could add a combo mode for the UG, pressing primary and secondary fire buttons simultaneously will cause this fire beam but which costs a lot of fuel, and with ice you freeze your opponents with primary and then use the Air secondary to hurt them much or a combo similiar to the fire combo: an ice beam which freezes everyone it hits.
These are my ideas how to improve the UG. ;)

:idea: The vortex could be more chaotic and impressive when it sucks not only players but also every object like gibs, projectiles, translocator targets, proxy mines, etc. as I mentioned it before ;)

:idea: And I think in non CUT-Maps the health vials should cycle with armor shards, you don't find any of these in non CUT-Maps. :(

I hope for CUT2003 all skinners and modelers are back and ready to create all the cool weapon stuff. :)

:idea: But when you can't add new features or weapons to the final release because of the lack of personenl, what about to include on thing in the final release for UT (instead of new weapons): the Chrek model. :)
It is a great model, I like it and I think many players haven't it yet and I think they will like it, too. Adding to CUT v1.1 it won't have no more its poor life as a simple add-on but will become standard chaos stuff. And chaos players will be able to play it online because every chaos v1.1 server will use it... I think this would make the online games a little more chaotic. :twisted: :D


BTW, in the screenshot section there are these pictures of angry proxies and these proxy-spies, are they planned in future releases like CUT2003? And what is their exact purpose or what will they do? :)
Last edited by Corvus|CL on Sun Aug 11, 2002 1:53 pm, edited 1 time in total.
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R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

Thanks so much guys. Some things I agree with, some I don't, but it's just soo cool to have people play and then come give some feedback.

Thank You.

Deus, the vorex idea about sucking up everytning around it has been around, just never made it in yet.

And those proxy pics are also ideas that just never made it that far. Not yet. Same as the mention in the manual about getting inside turret. Somebody pointed that out recently too. Just ideas that never made it all the way. Again, not yet. Many will have to wait till the next go-round.

I too think we should include the Chrek in umod. It's just that good.
Maybe you could add a combo mode for the UG, pressing primary and secondary fire buttons simultaneously will cause this fire beam
Having a stream of fire was debated, but we went with this version. We also try to not be just like other mods out there. A stream of fire has been done. But, I kinda like our fireball, more so than I did at first.

But I like your idea too. Maybe in UT2. And this suggestion made me think of what I read about the link gun coming in UT2. I read something about combining your fire from link gun with that of a teammates, to do like 5 times more damage or something like that.

What about a stream of fire in UT2 that could be combined with another teammates, and the end result being something neato? ( StayPuff Marshmellow Man)
Corvus|CL
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Post by Corvus|CL »

They are just ideas, but I think you guys will do the best to keep the Chaos Mod to one of the best and best innovative around... ;)

Yeah, and all the Chrek Server Packages in Server Umod and you can meet these little Beasts on every Chaos Server... :D

And linking fire beams or ice beams in CUT2003 is a great idea, too. ;)
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defalc
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Post by defalc »

Linking ice beams...that just sounds so wicked. :)

BTW, is the Chrek model gonna make a comeback for UT2003? A high-poly Chrek for ChaosUT2 would rock.
Proxymus
Posts: 12
Joined: Mon Jun 03, 2002 3:01 am

Post by Proxymus »

Hey. Sorry I took so long to respond.
We also thought its range was too powerfull. So we wanted to limit that. Maybe we did it a bit too much. So could it work better if we gave it a larger area off effect?
Yes, I think that would work very nicely. Short range but wide area effect.
The ice mode was ment to slow down people. During our internal testing one hit would freeze someone in place and the weapon became a one hit one kill weapon which was way too powerfull. We have backed it down somewhat to be a bit more balanced. But we can modify. Whould more damage or a longer freeze time help?
I think a better way would be that progressive attacks with freeze balls would cause the victim to move slower and slower until eventually they're brought to a complete halt. That, to me, would make it a more unique and effective weapon.
Again we had it [fire mode] much more powerfull. We cut it back but maybe too much. So we make it do more damage...longer fire effect?
I would go with a longer fire effect on that one.
The vortex could be more chaotic and impressive when it sucks not only players but also every object like gibs, projectiles, translocator targets, proxy mines, etc. as I mentioned it before
This idea I LIKE!! This kind of effect would truly convey how chaotic the vortex is! I urge you to include this in the next release!! Also more lightning bolts!!

That's all for now.
Peace!
*Formerly known as AnarKy*
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