Hackable Turrets.

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PRG

XMP Beta Tester
Nov 11, 2003
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UTXMP should be asU2XMP in this aspect.. You cannot kill a player in a vehicle without killing the vehicle currently(TMK,) at least that's the theory, even if it's not working 100% right now. Also, I've been trying to talk FMI for a while into coding XMP style vehicles(ie. enter hull to drive, enter turret to shoot.) There are some issues with the Juggernaut being overpowered due to the ONS style stations among others. (random example.) Personally, I think the vehicles should be crew served to reach full effect. Currently, I can drive off in a raptor, and switch between stations to keep up a volume of fire by myself while the vehicle is moving. I don't like this or certain tactical changes this forces. In U2XMP, you get into a duel with someone, outsmart them and move towards a vehicle in the course of battle, jump in and frag them.

All that being said, I don't think UTXMP is finished enough to really discuss the issue. Also, the vehicles are sooo different in balance between UTXMP and ONS it's insane. Being able to easily add player made vehicles in UTXMP is a huge asset. However, adding ONS vehicles without significantly changing their functioning is a huge balance issue. The Manta and Cicada are perfect examples. It's doubtful any of the XMP weapons would be more than marginally effective at taking them out with the rocket launcher being the only viable yet marginal choice to do it. Remember, vehicle balance was rather thought in U2XMP and changed around a god bit during the beta for balance( and indeed between 6497 and 7710 for the Harbinger.)
 

Dandeloreon1984

CXP Director
Jan 31, 2004
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Xaero said:
I'm suprised dandel hasnt replied to this yet.


well, you can't say i haven't replied now. :lol:

as for this idea, i don't like it... i agree with prg... we should wait and see, because of how the game balance is... Ons Vehicles break XMP, in Nobull's map roation we have a few maps with ons vehicles, and they really make the game a lot harder... here is a list of vehicles i have seen in it:

1: Leviathon - No way no How is this going to work in XMP... it's way too overpowered and you can camp for over a half hour without issue.

2: manta ( hovering Vehicles) - they can work, but FMI needs to leave stubs in their code to allow for adding various vehicles.

3: Raptor ( fyling Vehicles ) yet again, balance is an issue a big issue.

4: Scorpian ( wheeled based vehicles on this end ) - just a little bit of balance work and these should work better than the flying vehicles for now.

5: Various options - even if you allow custom vehicles in you should leave the option of disabling them in the server options.
 
Jan 13, 2005
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Tampa FL
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the ability to disable custom vehicles would be great. as of now i am going to make 2 versions of all the maps i convert for utxmp. one will have only regualr xmp vehicles and one will have a mix just for fun. some of the maps i have converted make great xmp levels and i wouldnt want to ruin them for anybody by having the only playable version with ons vehicles. one thinng that would even the balance with the flying vehicles is making the rockets launchers alt fire damage them as they dont now. understandibly ons vehicles do not fit well with the xmp game but they are fun. i play xmp for the weapons and classes but having some new vehicles spices things up a bit even though they couldnt be used for serious clan scrim or anything. the newest addition to the maps i have converted for utxmp will be ONS-dinora and maby next i will convert adara. any suggestions on good levels just drop me a line....