Double Damage?

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Would you like to see the double damage in 2k7?


  • Total voters
    44

Nosnos

Nali
Jan 6, 2003
221
0
0
44
Stockholm
www.unrealnorth.com
Definetly on for DM, TDM, CTF, etc... not needed for 1on1 though... or probably not anyways, hard to say without having tried the game first ^^ I personally would like to see more TDM maps with all four pickups 50a, 100a, amp and the keg...
 

EL BOURIKO

New Member
May 24, 2005
181
0
0
briachiae said:
Ofcourse!! It causes players to act aggressively! both for picking it up and trying to get the most use out of it before it expires.

That s my opinion too.
I would add that sometimes I like NOT to pick it up to frag people who see it and try to pick it up while they don t see me (Corrugation and Phobos are good example)
 

edhe

..dadhe..
Jun 12, 2000
3,284
0
0
44
Scotland
www.clanci.net
Hmm.. item drop.

Maybe configurable in the game setup. It would certainly add alot of fun to FFAs. Might be best off Off for clan CTF though. Would suck to have your Amped FC taken out then be met by an Amped D.
 

Taleweaver

Wandering spirit
May 11, 2004
2,630
0
36
43
Off course
1.5x damage amp is enough for me, and if possible I'd like "Udamage reward" mutator to become standard (so you drop it whenever you're fragged with it).

1vs1 is only a small amount of the possible gametypes, so they can keep using the no-damage amp as an (official) mutator as far as I'm concerned.

Sachiel said:
I like double damage, but its not very effective in 1v1 because the time limit runs out before you find the enemy, i actually think it should last longer.
No offense, but how long have you been playing the UT series? This isn't your first post in which you state your opinion that...well, goes completely against my own (and other ppl's) opinion.
 

NeoNite

Starsstream
Dec 10, 2000
20,275
263
83
In a stream of stars
I wouldn't mind a Quad damage (please don't include the stupid adrenaline pills again) and enemies gibbing like they do in Quake3. Great effect and hilarious.

Although, the way players/Monsters gib in UT.. isn't bad either.

Not sure what it's like in UT2004.......

Not sure if I even care.
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
36
Richmond, VA
UTGirl said:
simply not place it on 1vs1 maps, that should do the trick...
That brings up another issue of mine. The so-called "-1on1-" map thing got really out of hand with UT2004. Most of the retail ones suck balls, and most community DM mappers turned to making "-1on1-" maps more than anything else because they're easier to make. The end result was we got hardly any maps worth playing because so many of said "-1on1-" maps aren't even good for playing in such a situation. I suggest that there be no maps specified as "-1on1-" at all. Just look at Rankin and Ironic. Those don't have the "-1on1-" tag but they're more than adequate for the game. It should be up to the players which maps they pick as suitable duel maps, not the mappers. The mappers should just focus on making "a good small DM map" or "a good big DM map." That way we get more variety, better maps, and maps that can be more versatile. There's a reason there's a suggested player count when you're picking a map. Rankin says 2-8 players and there's no "-1on1-" tag. That suffices. IMO, at least.
 

Neophoenix

Bast's Pet
Aug 4, 2005
493
0
0
44
I agree. Every time I find a sweet custom DM map I want to dl, it usually ends up being a 1vs1 map. And I'm not a big 1vs1 fan, because if it's too big, the match gets borring, and if it's too small it has no variety, thus also gets boring. I wish mappers whould take the time to make larger maps, or at the very least maps that can be played as either 1vs1 or with 4 or more players.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
44
The Nicest Parts of Hell
Here's my take on dropping powerups.

It should take more skill to kill somone with that advantage over you, then it would to time it, and beat an even opponent to it, potientially having to kill him to get it. Yet, currently, you get no reward for doing so, other then nullifying the threat.

Sometimes I feel there should be a cost to using the DD, like being worth double the fags when killed, or dropping it, and delivering it to said opponent. Being able to grab it, and know it's fate for the next 88 seconds is just too safe.
 

1337

1337
Jun 23, 2004
1,337
0
0
39
www.jumpinjuggernuts.com
Keep the feature that lets players stop the dropping of the powerup after death by suiciding. UDamage reward mutator has this feature. Some players with low health just want to stop the other player from using it against his teammates, so they go in kamikazee style. They should have the ability to vanquish the amp duration by suiciding.
 

->Sachiel<-

New Member
Jul 24, 2005
253
0
0
Originally posted by Taleweaver
No offense, but how long have you been playing the UT series? This isn't your first post in which you state your opinion that...well, goes completely against my own (and other ppl's) opinion.
lol, I've been playing since UT99 and I do happen to own all three UT games. I also still play UT2004 so don't criticize my credibility and experience in this game, I've played the series since I was 9 years old for god's sake.

Uh, you don't agree that it doesn't work in 1v1, because that was basically my complaint and most of the posts after it said that they also didn't like how double damage was done for 1v1 (I was specifically talking about 1v1 in my post, couldn't you tell that?). Oh and sorry for my "making it last longer" suggestion, what I meant was for it to last longer in 1v1 maps. Completely taking double damage out of 1v1 maps is a good idea, completely taking out 1v1 maps is an even better idea.

same applies for Turns2Ashes

Not everyone disagrees with what I have to say. Stop hating.

I also like -AEnubis-'s UDamage reward being standard idea and the double frag points idea too.
 
Last edited:

dc

Aug 17, 2005
1,118
0
36
briachiae said:
DD isn't used in 1v1 for ut2k4 because it spawns the same time as the 100 and there isn't any real centralized conflict.
Uh, no. That isn't why. It's because of the changed armour system.
 

Taleweaver

Wandering spirit
May 11, 2004
2,630
0
36
43
Off course
->Sachiel<- said:
lol, I've been playing since UT99 and I do happen to own all three UT games. I also still play UT2004 so don't criticize my credibility and experience in this game, I've played the series since I was 9 years old for god's sake.

Uh, you don't agree that it doesn't work in 1v1, because that was basically my complaint and most of the posts after it said that they also didn't like how double damage was done for 1v1 (I was specifically talking about 1v1 in my post, couldn't you tell that?). Oh and sorry for my "making it last longer" suggestion, what I meant was for it to last longer in 1v1 maps. Completely taking double damage out of 1v1 maps is a good idea, completely taking out 1v1 maps is an even better idea.
I indeed do not agree that it doesn't work in 1vs1: whenever I'm playing a duel with damage amp on, I usually find the enemy two or three times before the timer runs out, even though he's running away all the time (or vice versa, if he gets the thing). However, my complaint is that it works too good in 1vs1: all frags beyond the first are pretty easy since the enemy has to gather all the weapons all over again. That's why it's best not to include the damage amp in the first place (if you make the amp lasts even longer, things will become even more unbalanced).

Sorry for questioning your credibility and experience, but is it so hard to see that a good part of the community is about duelling? You can't completely take out 1vs1 maps, though I admit most of the official "1on1"-tagged maps aren't great duel maps.

->Sachiel<- said:
same applies for Turns2Ashes

Not everyone disagrees with what I have to say. Stop hating.
Calm down. It's not because we disagree with you that we hate you in any way. It's normal that there are differences in opinions; I was just checking whether you had the insights in the game. That's all.

Once again: I'm sorry.

Cheers, :cheers:

Taleweaver
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
0
0
-AEnubis- said:
Here's my take on dropping powerups.

It should take more skill to kill somone with that advantage over you, then it would to time it, and beat an even opponent to it, potientially having to kill him to get it. Yet, currently, you get no reward for doing so, other then nullifying the threat.

Sometimes I feel there should be a cost to using the DD, like being worth double the fags when killed, or dropping it, and delivering it to said opponent. Being able to grab it, and know it's fate for the next 88 seconds is just too safe.
You'd probably would want to stop it from respawning anywhere until the timer of the dropped variant has run out.

I think this idea could be expanded to *all* pickups.
Perhaps even armour, adrenaline-powerups & health as well.

IIRC you had to activate the damage amp in the original Unreal, which would be another good extension if it was combined with the drop/danger-factor while activated.

Perhaps the best way to do pickups (in general) would be to make them a mix between the way relics and powerups work. Something that works for a limited time and will respawn at a fixed location like powerups, but can be dropped & used like relics & weapons would.

In DM-style gametypes adding a reward like extra frags for killing the owner would be nice as well.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
44
The Nicest Parts of Hell
Hard to do with health and armor considering they have to expend it all to drop it...

The relic idea in general was cool in that respect, defense just reduced damage by a percentage, and you droped it when your health was out. Then, though, you can only have one "damage reducing item."

Bouns frags for killing he who holds said ups, would only be at all balanced, if they didn't drop said items.

I like the idea of item activation, if for no other reason then "what if I don't wanna use it, but don't want you using it." Why shouldn't I have the option to control it, and remove it from the game? or save it for when you have it, and nullify yours? Yes, the old energy amp, as well as flares, sound dampener, and all the other fun items in Unreal were activated. Armor's weren't, proabably for the same reasons I just stated. I think even jump boots were activated back then. In UT you could jump in a way that didn't expend a charge too.

I'd be all for inventory control aspects, if they were handled better. They just seem watered down now.

For example: In HL, you drop a backpack with all weapons and ammo you were carrying. Most TDM pureists would probably not like this idea at first, but to me it makes sense, because where do they go? If I kill you, and you have all those weapons, and controlled them, kept them from me, why shouldn't I get what you had left when I kill you? Like that piniata mutator for UT, but without everything going everywhere.

How something like that though, would interact with dropped ups, or activated ups, or both, and when each happens is a lot to think about balance wise. Some of those ideas could be really good though.

I just hope some change is made to how items are handled in this game. It's pretty blah now.