Closed Beta update v31970: Wall-Jumping, Lobby Tweaks, Mercs, Maps, and more


(Glottis-3D) #21

Walljump first take

  1. obviousy animation for walljumps needed
  2. it is glitching, and model twinkles
  3. some walljumps can get you to restricted parts of the map
    like this:

  4. walljump by default is too side-way. i hoped for it to be a possible accelerating forward. (this probably needs stamina)

what is awesome, is that all of the maps need to be adjusted for walljumps.

-chain-wall-jumps should get you to the high ground or let you jump to the very far ledge/balcony etc.

overal walljumps i freaking love it! a good start!


(fragon89) #22

for 2 months i cant start this game >_>
and not i dont want to send a “ticket” and get an answer by the time game will come out.
http://forums.nexon.net/showthread.php?1049475-Black-screen-flashing-at-launch-game-closes-afterward-can-t-even-get-to-menus


(Mustang) #23

Because someone called spookify was moaning when their shots went through the small gaps where hitboxes join, so they were increased slightly to cover these gaps. :tongue:


(Protekt1) #24

Prob need to read the 10 threads complaining about spread/hitbox size :stuck_out_tongue:

[QUOTE=fragon89;492355]for 2 months i cant start this game >_>
and not i dont want to send a “ticket” and get an answer by the time game will come out.
http://forums.nexon.net/showthread.php?1049475-Black-screen-flashing-at-launch-game-closes-afterward-can-t-even-get-to-menus[/QUOTE]

Try posting http://forums.warchest.com/forumdisplay.php/53-DB-Bugs-Exploits-and-Technical-Issues as well

Have you tried deleting everything and doing a clean install?


(Glottis-3D) #25

big spread + big hitboxes <> smal spread + small hitboxes.


(BAMFana) #26

Nice patch, a lot of good changes. Unfortunately fixing the switching-weapons-to-stay-at-full-charge-bug means sparks is highly unplayable now, but I knew it was coming sooner or later.

The walljumping is a nice first try, and I love that we’re getting some interesting movement mechanics now, but it obviously needs tuning. Most importantly: it should propel you in the direction you’re looking when jumping, not at a 90 degree angle from the wall you’re jumping from (with some limitations of course – shouldn’t be able to just run head first into a wall and “climb” it by spamming jump).


(Glottis-3D) #27

there should be angle, between jump-off-the-wall and where you’re looking. but deffinitely not what it feels like now.
if you go 90deg from wall - directions obviously the same.
if you go forward (parallel to the wall) the angle should like 25-15 (?) degrees


(Hundopercent) #28

Hmm. Very tempting to try this build out. It’s going to be difficult not playing TF since it has the best movement system of all time. =/


(DarkangelUK) #29

I must admit, I did find myself trying to run along the wall when first using it and also trying grab on and climb ledges.


(Smooth) #30

[QUOTE=spookify;492309]#1) Does the “Damage falloff system now causes damage to correctly falloff” work like the ET fall off damage did? More bullets to people further away? Is that was this “” entails? The reason why it was fixed was because it wasnt working? Can wait to test!!!
[/QUOTE]

We fixed a bug where the damage was tending towards zero rather than the minimum damage we specified. It basically means damage falloff should be much more gradual now as compared to before:


Beyond the maximum distance the damage is capped at 9, it doesn’t ever fall lower than that.

In all states the rate at which weapon spread increased during firing was reduced. This was done in varying degrees for each weapon.


(Smooth) #31

[QUOTE=krokodealer;492374]there should be angle, between jump-off-the-wall and where you’re looking. but deffinitely not what it feels like now.
if you go 90deg from wall - directions obviously the same.
if you go forward (parallel to the wall) the angle should like 25-15 (?) degrees[/QUOTE]

The angle you leave the wall at is entirely based on the direction you’re moving at the time, not where you are looking.

The amount of air-control we have should also allow you to make quite a difference mid-air.


(spookify) #32

I don’t think a single one of my shots have ever hit the body of another player. I’m all heads-shots and that’s all I hear :wink:
~Especially now with the Phoenix Buff. High skill high reward.


(spookify) #33

So in this example Saw goes from a Max of 12 to a min of 9… So at 40 meters Saw could still potentially down a sniper with only a few extra bullets? (3ish extra bullets?) That is nothing with the high ROF’s in this game. I do not think the penalty is enough for SMG guns and Pistols. 40 Meters Saw should be at like a 5 for body wouldnt you think? You are going to get a few headshots on the person so that would be around a half a clip at a max of 40 meters. Wouldnt you say that sounds right? Slowly increase the damage as you get closer? There’s always going to be a headshot or multiple headshots at that distance. I am just saying its not very noticeable right now but I did feel like it was actually working now :smiley:


(Smooth) #34

The minimum is indeed 9 (75%) however it used to be 6 (50%) but was increased due to feedback from you guys :slight_smile:

Now the bug is fixed and it’s working as intended I’ll probably reduce the minimum ranged damage a little across the board.


(spookify) #35

[QUOTE=Smooth;492426]The minimum is indeed 9 (75%) however it used to be 6 (50%) but was increased due to feedback from you guys :slight_smile:

Now the bug is fixed and it’s working as intended I’ll probably reduce the minimum ranged damage a little across the board.[/QUOTE]

Thanks Smooth. I do have to say the gun play is a lot better!!! The skill gap was widen dramatically with this patch. People like BAMFana and Inferno are staring to get 3:1 K/D’s which the better players should get.

I do have one question about Crouch and Shoot and stand and shoot. I find it hard (standing still or crouched) to put rounds down range with out feeling the spread or randoms come back… Lets just talk mid to a little over mid range what the feel is still odd (Non-Iron Sight). At this range shouldnt crouch be better then standing still and shouldnt if accurate most of the bullet track and hit? I feel if I am crouched and trying to track someone it still feels a little random. Is it possible to look at the crouch reward a little more?

Thanks


(Raviolay) #36

[QUOTE=Smooth;492395]The angle you leave the wall at is entirely based on the direction you’re moving at the time, not where you are looking.

The amount of air-control we have should also allow you to make quite a difference mid-air.[/QUOTE]

Then I think you need to change it to where you are looking, and have your velocity dictate how far you kick off in your desired direction then allow for chaining methinks.


(Glottis-3D) #37

i.e. direction, where you are looking and pressing +forward.
if you are looking elswhere, but pressing strafe, then it is not the case.


(Glottis-3D) #38

who are the works on the spread system as a whole? that we talked before?


(k0k0nat) #39

Finally we are moving in the right direction. Will give it a try on ze weekend!


(Smooth) #40

I’ll have a look into this, can probably make crouching a little more effective :slight_smile: