RAv3 beta for Monday.

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jayhova

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There are numerous articles all over the place about patterning shotguns. The accepted way of doing this is to get a 40+" sheet of paper and hang it out at 40 yards. Fire at the paper and then go and circle the densest part with a 30" circle. The percentage of shot that falls inside this circle represents the choke value. 75% is the typical value given to a modified choke. This also means that if we assume an even dispersment of shot though the pattern the total pattern size would be approximatly 40". It's pretty easy to find this stuff trough a search engine with "shotgun, pattern, rule of thumb".

I've been playing the Yuchian group of Mutators offline for a while now and I've noticed some problems. Of course, there is the whole issue of the primary weapon not being the one you start with (which can be a problem if you try to shoulder the weapon before you realize that it's a grenade), but I have had a problem with parts of my loadouts dissappearing on me. I've have my m16 not appear. I removed other non-yurch mutators and my M16 came back but I was missing my pistol and all my 40mm grenades. Any clue as to what is causing this? I have also noticed while playing Macedonia that the bots were shooting right through the stone wall in the building I was in. Has anyone checked to see if the penetration values are right?
 

})FA|Snake

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Yurch, a request from a sniper, please make sure using the sniper rifles is hard, nothing takes the fun out of sniping like having an overpowered weapon to do so. Being a sniper in game should be something that take a lot of work to be good at, not something half the server picks up whenever it switchs to a large map.

Since odie turned on the acogs on the GD server I've rediscovered how much fun sniping can be. Due in part that the acoged rifles can be such a bitch to use, its so much more satisfying to correctly estimate the range and bullet arc, and plug some poor sucker in the head the first try. Also its alot more enjoyable to be on a server and have your opponents say "ns" when you plug them from across the map, instead of being just another scope whore.

In conclusion, the people who grab a sniper rifle on the large maps for some easy kills might very well scream bloody murder, but if you make the sniper rifles apropriatly hard as hell to use, I hope a speak for the rest of the "hardcore" sniper crowd when I say we'll thank you dearly.
 

yurch

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You'll have to see what I have in store for sundaynight/monday.
1) Scope sensitivity adjustments are removed not unlike classic RAv2 and sens is dropped along with the waver for all weapons, scoped or not. Cracwhore'll have a fit I bet. I might have to drop sens to a further extent later.
2) Attachments are back in force with the exception of the m203. Due to the way I had to 'hack' them in, shooting range weapons and other weapons sitting in maps will not be the proper vectorweapon counterparts. ACOGs are all in and calibrated, so you'll have something new to 'whore'.
3) There's a clientside laser now, and hopefully it won't have a few of the problems it has now by sunday.
4) Waver penalties are different from last time. In particular, sucessive shots won't be penalized as bad, at least not for most weapons.
5) Explosions may have supressive effect on target waver by sunday. Nearby 40mm's may not hurt, but the explosions will disrupt the shooter.
6) I have no idea what Sir_Edmond is saying.
 

})FA|Snake

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6) I have no idea what Sir_Edmond is saying.

neither to we

about the scope sensitivity, I think I might have a good comprimise. What if you made the hold breath "key" function to lower the sensitivity similar to how going prone lowered the sensitivity in RAv2? you'd be able to "hold your breath" indefintly(it would only lower the sensitivity, not steady the bob), but your weapon's range of movement would be limited to 45 (number needs work, might be too high) degrees in front of you (which could be done by physically restricting the weapons movements, like prone does, or by making the sensitivity go back when you cross the 45 degree threshold). This would simulate setting yourself in a good shooting position, thereby if you change your point of aim too dramaticly you have to reset your position. Alterntively instead of limiting the movement while "set" you could make setting up lower the sensitivity to such an extream that moving your point of aim for anyhting other then

[edit: I'd like to add, I'd like to see what it feels like with the current adjustments, I was just sharing my brainstorming session]
 
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jayhova

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yurch said:
RAv3 must come before new40mm in the mutator list, else the hk69 and m16 will not show up.
Penetration values have not been intentionally changed.

I am completely puzzled here. I took all the mutators off and loaded Macedonia and fired the M203 off no problems. Then I loaded RAv3 and I get a weapon dry. Funny thing is that my M203 used to work.

When I removed my other mutators the over penetration seemed to go away. At least I do see it any more.
 

yurch

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Monday's session will have the delectable password of 'muffin7'.
Caveats:
M203 still does not work.
The serverside part of the laser won't hide for the client who already has a laser rendered.
Weapons found on the maps (IE, Shootingrange) will not have the correct properties.

This version will persist on the server(s) barring unforseen and easily fixable problems.
 

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geogob

Koohii o nomimasu ka?
Very interesting stuff. I'm quite pleased to see that using short-bursts now really pays off. Still have to get used to the bs4 tracers... some times i have the feeling they don't fly the same paths bullet do... (but that's off topic). I also find it interesting how it's almost impossible to aim and fire while being hit. Maybe armor will save your ass for a few hits, but while you are shot at, shooting back is quite difficult. Combined with BS4 the dynamic of the game and the use of armor is getting very interesting, but frustrating sometimes. In general, with SMG, I observed that it's much more effective to aim well below the center of mass (in the legs mostly) in case targets where armor. Same for shotgun. But again, this is perhaps more bs4 related than rav.

Can't really comment more than that yet... haven'T tested it much. One comment though... every time I spawned on the test server and had a nade in my hand (all my priorities are fubar) I said "frag out", but never pulled the pin. It happened everytime. I also noticed that every time sir_edmond spawned, he fired a single shot of his mp5. Did not reproduce it offline so it might be due to GD's "press fire button to spawn" option. I'm just suspicious because it happened every single times.

If I have further comment or observations, do you prefer to see them here or via PM, yurch?
 

yurch

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Here is fine.
The BS4 tracers skewing off to odd angles for the client shooting is a known problem. They do however land in the correct locations for hit location purposes.
 
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ecale3

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where can i download the newest version of BS4? Anyway, i was practicing sniping on RtK with RAv3 and it was pretty hard, but an absolute blast. I love the challenge and the patience required to hit a target at 400m now. Haven't tried any of the SMG's yet (except the micro uzi which was in my PSG loadout, and that's not affected by the muttie is it?)
 

- Lich -

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After playing it for some hours with bots, I have to say: Very, very good job. It is tons of fun playing vs. these stupid enemies with rav3 (and bs4). Hope we see a lot of servers running it when it is done! Feels a little easy with scopes now, but I think it is ok.
 

mat69

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@Blitzschlag One of yurch's ideas was to make the LAM (Laser Aim Modules) for the Sig 551 and the Socom and for the M4 more useable. Atm the laser point is "lagging" around if you play online because the laser sign is server side, he made it client side too so that you know where your gun is pointing at but as it looks like he wasn't able to disable the serverside laser-point for the LAM user.