ADR Weapons Pack RX

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xts-sparky

Member
Nov 12, 2014
317
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Night Owls are a dying breed. (apparently) :p For 8 30 PST on a Saturday night to be past EO's bedtime siiigh. ;)
In high school I played until 5 or 6 in the morning and function just fine. Once I entered the real world I had to cut it back to 2-3am. Over the last couple of years I went to midnight. Now, with a kid, 1030 is bedtime for me. Anything past that and I'm going to need extra coffee the next day.
 

Rip

Member
Nov 12, 2014
262
1
18
In high school I played until 5 or 6 in the morning and function just fine. Once I entered the real world I had to cut it back to 2-3am. Over the last couple of years I went to midnight. Now, with a kid, 1030 is bedtime for me. Anything past that and I'm going to need extra coffee the next day.
Old_Man_Sparky! Wait, don't hit me with your Sniper Rifle- I mean cane!
 

Rip

Member
Nov 12, 2014
262
1
18
ADR is back up with 2 new weapons and changes to preexisting ones.... I wanted to do much more with this version but I just needed to get it out so I could focus on other things for a while. It still needs a bit more polishing and balancing. I'll put out another version when I can get around to it, not rushing. If you want to try it, I'd be glad for some feedback. :) Here is a very cursory list I jotted down before bed last night, if you have anything to add to it please do tell.

razor explosion too big
razor deals too much damage
yet razor ineffective
increase razor speed, possibly decrease firing speed, look at collision size
oh, try giving them weak heat seeking

redo razor alt explosion, look at damage

plasma deals too much damage, still
look at increasing drawsize to green level
look at glow

pbolt increase DoT damage, slightly decrease DoT length, make health remove
pbolt extend slightly

rockets look at splash momentum
add seeking rocket eventually

sniper increase explosion damage
trail add glows

shockbeam hit effect too bright
find out why rebound combos miss
wtf is going on when it gives that laggy effect
tweak/add damage? to new combo test

lower priority
remember, try, idea for improving trans dmg proj
find out, check out better version of double jumping
make new rocket explosion
tweak sniper explosion
fix shock combo sfx
fix pinata, fix periodic udamage, fix invis mesh/mute
 
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Rip

Member
Nov 12, 2014
262
1
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Posing a question on a potential feature. You guys decide if it flies or dies. Dagger increased the load limit of the rockets in ADR, put some not insignificant effort into doing so. I toned it down to 8 (reg is 6) and like the feature, but this going live would break most cap records. Anyone have an opinion?

This would be going with slightly increased Ripper momentum too - Dagger's value, feels better to me. But, I am fine with the traditional values.... if anybody does not want these changes please speak up.
 
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oskeno

Member
Nov 12, 2014
111
1
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I think it would be nice to test it out. I don't mind that cap records will be broke, just a little concerned with how much further you can RJ from 6 to 8. Maybe make a backup for current records in case 8 doesn't fly.
 

Rip

Member
Nov 12, 2014
262
1
18
I think it would be nice to test it out. I don't mind that cap records will be broke, just a little concerned with how much further you can RJ from 6 to 8. Maybe make a backup for current records in case 8 doesn't fly.
Thanks for the feedback! Will do.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
I don't think it's going to affect all that many cap records. It takes some extra time to load those rockets. That is extra time on the ground.

I have personally had a hard time loading all 8 rockets. Subconsciously I just know how long to load rockets in EO before I release. I'm not too concerned with the distance people will go. We don't play too many super large maps where it'll make a difference.
 

Rip

Member
Nov 12, 2014
262
1
18
I don't think it's going to affect all that many cap records. It takes some extra time to load those rockets. That is extra time on the ground.

I have personally had a hard time loading all 8 rockets. Subconsciously I just know how long to load rockets in EO before I release. I'm not too concerned with the distance people will go. We don't play too many super large maps where it'll make a difference.

More feedback, hurrah! Yeah, loading 8 rockets is quite a bit of time on the ground. I had an idea for the trans though, that also would only be useful on really large maps. FerBotz can drop a trans and punt it with the Impact Hammer. It actually goes nearly as far as a full EO trans toss with the default IH. I thought I could increase the effect with an ADR IH. :p meaning if you charge up the IH and hit the sitting trans, it could go 2.5 as far. Sure, that's useless most the time. So is 8 rockets. But on maps like Warrior, think how both those changes could effect the dynamics. :) Note to Osk who I saw trying with the Ripper, you want to duck first so you can get the right angle. :) The Ripper works quite well for it too.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
More feedback, hurrah! Yeah, loading 8 rockets is quite a bit of time on the ground. I had an idea for the trans though, that also would only be useful on really large maps. FerBotz can drop a trans and punt it with the Impact Hammer. It actually goes nearly as far as a full EO trans toss with the default IH. I thought I could increase the effect with an ADR IH. :p meaning if you charge up the IH and hit the sitting trans, it could go 2.5 as far. Sure, that's useless most the time. So is 8 rockets. But on maps like Warrior, think how both those changes could effect the dynamics. :) Note to Osk who I saw trying with the Ripper, you want to duck first so you can get the right angle. :) The Ripper works quite well for it too.
It's all about timing :)

I could probably trans from one end of Warrior to the other in less time it would take you to set up and punt the trans. For bots, go ahead. But I don't think it'll be something people use. Every second counts in EO, there's not much room to futz around to try to punt a trans across the map. We'll see though. Maybe we can race :-D

Regarding the RJ, what about speeding up the load by around 10-15%? Perhaps it's just enough to speed up the load to 8 and maybe be more worth it.
 

Rip

Member
Nov 12, 2014
262
1
18
It's all about timing :)

I could probably trans from one end of Warrior to the other in less time it would take you to set up and punt the trans. For bots, go ahead. But I don't think it'll be something people use. Every second counts in EO, there's not much room to futz around to try to punt a trans across the map. We'll see though. Maybe we can race :-D

Regarding the RJ, what about speeding up the load by around 10-15%? Perhaps it's just enough to speed up the load to 8 and maybe be more worth it.
Well, I'd rather keep the loading speed where it's at, as long as people find it okay, and for the 8 rockets to be an un-often thing. Imagine being at the top of Warrior and taking 1.5-2 seconds for a setup that sends your trans all the way to the other top base at 2.5x the speed. I think it could be useful. <3 If you're on the top and you try to trans across without going down you're risking a death. It's going to hurt a lot anyway, and be at least 4x trans. But if you do the punt even if you don't get right where you want to be you should be able to trans to the top from where you end up.

On a related note, I saw that Dagger had actually reduced falling damage by 3X. And that's been in the ADR versions I've put out. I knew it was less. That's not my bag of marbles so I undid it. I like damage and risk and cost. :) Now if I can only make it so that landing on someone is an instagib.... muah hah haah haaaaaa.