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Claw2 limit
Posted: Wed Oct 12, 2005 9:22 pm
by Terran Gell
I just wanted to suggest that the Claw2 have a limit of deployable proxies and laser trip mines. Like the UT2k4 grenade launcher can only shoot 8 at a time. It's just that I play on a server with the Chaos weapons and noobs with the Claw tend to spam proxies and cause a great deal of lag. If they could be limited to a dozen or so that would be nice.
Posted: Wed Oct 12, 2005 10:20 pm
by MassChAoS
They are limited... but I don't know what the limit is.
Posted: Thu Oct 13, 2005 6:26 am
by Terran Gell
Well if it does could you add an indicator like the grenade launcher has?
Posted: Thu Oct 13, 2005 11:49 am
by jb
A player can not have more than 12 proxies. (ie the limit is 12)
Posted: Thu Oct 13, 2005 7:59 pm
by MassChAoS
He brings up a good point, having an indication like the grenade launcher would be nice... but maybe in the next release (after the one we're currently working on).
The other thing is that if 10 players fire all 12 proxies... thats 120 proxies. Does this have any negative side effect for a client or server?
Posted: Thu Oct 13, 2005 8:14 pm
by jb
MassChAoS wrote:He brings up a good point, having an indication like the grenade launcher would be nice... but maybe in the next release (after the one we're currently working on).
The other thing is that if 10 players fire all 12 proxies... thats 120 proxies. Does this have any negative side effect for a client or server?
There is an ammo counter that will tell you whats left...not sure what he means..
Well each proxy has its own AI controller so that would impact both client and server (server running the AI, clients keeping up with proxy movement) so I don't have any good ideas on how to handle that...
Posted: Thu Oct 13, 2005 8:23 pm
by genman
MassChAoS wrote:He brings up a good point, having an indication like the grenade launcher would be nice... but maybe in the next release (after the one we're currently working on).
The other thing is that if 10 players fire all 12 proxies... thats 120 proxies. Does this have any negative side effect for a client or server?
It has an effect on both no clients and a empty sever.
Posted: Thu Oct 13, 2005 8:28 pm
by R.Flagg
I have to respectfully disagree with the suggestion, and the implied "issues".
Proxies are best "limited" by the players in the game. If you want me to have less, take them from me. Get the ammo before I do. If you want less in the map, kill them. It's easy to do. Avoid them. Dodge them. Grapple away from them.
I see no serious issue with our proxies. And on top of that, the Claw2 model itself was designed and created by one of the best in the business, and to make any changes to it at this point would be a mistake.
Not everyone likes every weapon. Those who tend to have very good ping, and/or hitscan skills, often speak out against our proxies. But there is more than one way to play Chaos, and plenty of ways to deal with the proxies in-game.
Posted: Thu Oct 13, 2005 8:46 pm
by Terran Gell
R.Flagg wrote:I have to respectfully disagree with the suggestion, and the implied "issues".
Proxies are best "limited" by the players in the game. If you want me to have less, take them from me. Get the ammo before I do. If you want less in the map, kill them. It's easy to do. Avoid them. Dodge them. Grapple away from them.
In a perfect world where there are no noobs who like to spam cuz it's "fun". I play on an invasion server with a 16 player limit. Some like to fill a room with nothing but proxies. Others like to go outside and lay fire mines on the ground and detonate them to light up the sky. Does it cause issues with lag? Yes, yes it does.
I'm not knocking the design or the proxies. I love the little bastards. I'm just saying that lag can be an issue. It certainly is an issue that I've had to deal with.
Oh, also J.B, I mean an indicator that shows how many proxies/mines are active. Not an ammo counter. Simple misunderstanding.
Posted: Thu Oct 13, 2005 9:01 pm
by R.Flagg
Spamming can be fun. Chaos is largely built around the ability to "spam".
I understand your point, but I'm saying that you already have the power to do something about it, right there in-game.
Kill them, kill the one using them, and so on.
Posted: Fri Oct 14, 2005 6:20 am
by lord_kungai
R.Flagg wrote:Spamming can be fun. Chaos is largely built around the ability to "spam".
I agree thoroughly.
Proxies cause severe lag, yes, but unlike other weps (like the MUG, for example) they are self sufficient: they need no real control, unless you spyproxy a lot...
Posted: Fri Oct 14, 2005 4:56 pm
by Zachariah
spyproxy is great for laughs. Hitching (sp?) a ride on the end of an allies Tank barrel is hilarious. as is getting a team together and making a spyproxy tower.
Posted: Fri Oct 14, 2005 7:57 pm
by MassChAoS
jb wrote:There is an ammo counter that will tell you whats left...not sure what he means..
The grenade launcher has 8 little grenades as the ammo count indicator, they are "grayed" out if not fired. So why not 12 little proxies as the proxy ammo indicator. So, not a number but a more informative ammo display.
Posted: Fri Oct 14, 2005 8:18 pm
by jb
MassChAoS wrote:
The grenade launcher has 8 little grenades as the ammo count indicator, they are "grayed" out if not fired. So why not 12 little proxies as the proxy ammo indicator. So, not a number but a more informative ammo display.
I was thinking our greande launcher

Posted: Fri Oct 14, 2005 10:21 pm
by Romulus777
this is why I put UT in front of a standerd weap (ex:UTGranade Launcher)