Ah, just a few personal opinions here after playing some ChaosUT.
First a look at the weapons.
Crossbow:
I sorely miss the Scope from the UT version of the crossbow, although I suppose I can live with the loss. Otherwise damage so far seems OK, although it seems like Adept bots are uncommonly good with them...
I do find the load time for the alt-fire slightly long however, and think it probably should be lowered by 15-25% per arrow given that you cannot hold the arrows. (That and the fact that the spread isn't very usefull unless you are on a flat or level surface...or shooting at someone on one.) Haven't tried the Advanced weapon option yet, so no comment there yet. I do however wish that the flame/poison arrows radius on hit (for effects to apply) would be the same as the Explosive arrows. (So far Poison only affects on direct hits according to the info page.)
Grenade Launcher:
Something about the firing physics of this one bothers me a bit...though it may be just my unfamiliarity with it. I think Quake 1 had the best GL I've ever used, and this one feels like the Quake3 GL instead...weak and flat. Possibly, adding just a little 'english' to the 'Nades would polish it right up. (ie Add some (more?) bounce physics to the Projectiles?) As for the Ammo...
Explosive - Damage is OK, but the blast radius for it makes this mediocre at best and just plain weak in many situations. I suggest either A) making the blast radius 2X-3X as large, lowering damage a bit. (15-25%) or B) adding some Flak-like shards to the explosion. Say maybe 4-6 chunks @5 damage each in random directions. Or at least Spread out, so that a target would only get hit by 2 shards at most. For fun, give the shards enough "oomph" to allow the user to possibly get hit by them...to encourage good aim and discourage excessive spamming.
Poison - Both effects and linger time are OK.
Naplam - Both effects and linger time are OK.
Flash - Beyond Useless, the only thing these do is **** with your own vision. I also fail to see how these could even be of ANY use in a Team game...the poison or Napalm would be a better choice since they can damage as well as deter AND their AOE obcures vision also. Personal opinion is to drop these and replace them with something else.
Additionally for all the ammo types, the limit on ammo is far too low. ?Only 6 of each max? I think 6 explosive on pickup + 6per ammo pack for a max of 18 each would be much better.
Claw 2:
:tup: I really like the fire mines...perfect! Proxies are great also, although the initial activation time after firing feels too long. (Good to see these guys back.
)
CUTTER:
:tup: Nice to see the ripper back. Although I miss the 'pushability' of the UT Ripper alt-fire, the blade shards of the Cutters alt-fire is a nice and worthy replacement. Damage for the most part seems ok, although it does feel like the Alt-fire does a bit too much damage on a direct hit. (Damage from ALL the shards hitting a single target? Need to test this more.)
ERDW:
I think this one is overpowered. (Too much like the Q3 rail gun also...) I can see people complaining about this already. (Throw weapon/Weapon stay) How about this: Initial ammo is the same, max ammo is upped to 12 BUT everytime you fire you take 10 Damage. 20 Damage for Alt-fire. And killing yourself with it this way is a negative frag. (Like normal) Balance the power against a minus and people will have to think before running to this weapon and camping on top of it. I also notice that this weapon Gibs everytime, where the FAQ states it should 'Skeletonize' your corpse instead. (Like falling in lava would.)
Chaos UT Sniper Rifle:
Only one comment: GIVE ME MY NORMAL TARGETING RETICULE BACK DAMMIT!!!!!!!!!!!!!!!!! ARGH! That &*@%&^!%# damn laser dot is impossible to see much less track in a fast moving game.
Chaos UT Rocket Launcher:
Simply haven't had the time to play with the Advanced options yet, so no comment on this one yet.
Vortex Launcher:
:tup: Nice improvement over the UT version.
I haven't played all the maps in depth yet, so just a couple of quick comments.
CTF-BioToxin:
Good flow so far and no noticable problems yet, decent size.
DM-Dungeon:
Way too tight, lacks decent dodge or move room. Poor flow, especially going from top top to bottom. (?) Feels like several mini-maps tacked together. (Good in parts, but flawed as a whole.)
KOTH-Misty_Valley:
No comment - haven't played yet.
DM-Dark_Chamber:
No Comment - Haven't played yet.
DM-Oil_Rig:
Too many narrow walkways, and no easy ways around. (Got lost trying to get from A to B even though it's an open map!)
DM-Desolate_Dominion:
Simple but effective map. A bit low on all ammo, and the spot behind on the Jump boots cannot be jumped too...was this intentional? (To get to the upper level.)
And some final notes: I didn't play more than a couple of KOTH games so far, so no comment from me about that yet. However, the gravity belt model feels mighty large...could you shrink and lower it's hover point a bit? It tends to block more of your view than it should, when it's waiting to be picked up.
And lastly, would it be too much to ask for a seperate Chaos UT mutator for Invasion games? One that simply mutliplies the damage for each weapon by 3X-5X? (But reducing the self damage by the same amount perhaps?) I love the Invasion gametype, but IMHO, they really went too far with the monsters HP. So it takes way too much ammo/time to kill anything. Which makes many of the Chaos UT weapons (Napalm-Poison Grenades/Crossbows, etc) useless. (Even more so than the standard weapons. Which is why I feel Instagib Invasion is more common than normal weapons.)
Otherwise: Good job so far!