Improvements to consistency


(SnakekillerX) #21

Do it Amerika. :slight_smile:

Worst case scenario we are back where we started. I’d really love to see the community get their hands on the map editor. So many wonderful possibilities.


(bontsa) #22

@Amerika Thanks, info that there has been any statement of this has passed me completely.


(LifeupOmega) #23

Anyone who’s played a Valve game would know this, and it surprises me that we haven’t gotten a map designer out yet. Custom content, community servers, and all the rest can increase a game’s lifespan by years.

Even if it’d just be people cleaning up the stupid issues with the maps we have, like Trainyard’s amazing fences that block med packs and ammo but not projectiles.


(bontsa) #24

Anyone who’s played a Valve game would know this, and it surprises me that we haven’t gotten a map designer out yet. Custom content, community servers, and all the rest can increase a game’s lifespan by years.

Even if it’d just be people cleaning up the stupid issues with the maps we have, like Trainyard’s amazing fences that block med packs and ammo but not projectiles.[/quote]

To add to this, I think one of the reasons SDK available games are successful, is that they usually have community server support. Easier to implement maps when you just add it on your own/clan/whatever jolly group of misfits’s server and give it a go. I could imagine process of getting even very well done, polished maps out into publisher only-driven servers is horribly more tedious and timeconsuming.

Which is again one arguement why community server support/rental should be a thing instead of the current ordeal. Dev team has to keep up with a huge speed with content / tweaking creation if they want people to keep being interested of the title, that just seems to be today’s way to go. Letting community in to add that content gives quite lot more time window for devs to add their content in peace and test it out throughroughly.

I wonder where is the jam in the horde of cogwheels of development/publishing that block and deny this community implementation.


(watsyurdeal) #25

Personally I don’t mind the idea of increased recoil in terms of feel, so you have to pull the mouse down a bit more. As long as it means the guns are more accurate, hence why I like the Timik.


(pumpkinmeerkat) #26

Direct hits with Nader’s grenade launcher don’t always detonate on impact. I rarely play Nader so I’m not sure if it’s a serious issue or not.


(bontsa) #27

You sure you’re away the right distance? It has a “priming time” so it doesn’t detonate if you launch it too close to enemy you’re direct hitting.


(pumpkinmeerkat) #28

You sure you’re away the right distance? It has a “priming time” so it doesn’t detonate if you launch it too close to enemy you’re direct hitting.[/quote]

It feels inconsistent to me but I barely play her so I probably just need to get more familiar with the timing.


(bontsa) #29

You sure you’re away the right distance? It has a “priming time” so it doesn’t detonate if you launch it too close to enemy you’re direct hitting.[/quote]

It feels inconsistent to me but I barely play her so I probably just need to get more familiar with the timing.[/quote]

Not denying that it could be tad random too :slight_smile: Client-side hit detection is such a pain in the buttocks for exactly this kind of stuff. Just that not many even know there’s primetime.


(Amerika) #30

I always long jump directly at naders with a grenade launcher out just to abuse the arming time/distance required for the grenades. I’d wager the client prediction can screw up in those scenarios where on your screen it looks like they were far enough away to detonate but on the player’s screen they were not. I’ve not had too many issues with that myself but I also don’t use the grenade launcher up close because it’s extremely unwise to put it mildly.


(Mrarauzz) #31

I can throw nades over some walls but can’t throw medpacks? My Nader little eggs of death not flying correctly because of weird invisible walls? Stokers fire covering one block of space but sometimes covers essentially half the map. Can’t kill with laser indoors unless they are hugging the wall then get rekt… Most of the map I can traverse, but some parts I get stuck because magig quicksand. It’s OK tho they will fix it soon™


(pumpkinmeerkat) #32