How would you like the current vehicles tweaked?

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BooGiTyBoY

The ImPaCt-DaMpeNeD BooGeRaToR
Vault said:
and you say i spam? nice example mentor ;)


Well see the difference is I already posted in this thread with constructive comments and stayed on topic with the thread. This particular post was an expression of my opinion towards the topic of the thread and was in no way just a lame comment to boost my post count.

Unlike other people who start "Why do people like Halo so much" threads in a UT2007 forum. :shake:

Kthanxbai. :stick:

Sorry.. you lose. Please try again.
 

Majik

blargh
Jun 24, 2004
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Israphel said:
*Long post*

Very good post, Israphel, and I wholeheartedly agree on the subject of physics.

The physics for vehicles in UT2k7 is what I believe will be the most noticeable difference compared with their UT2k4 counterparts. However, I'm not sure how they're going to handle weight distribution for the scorpion and similar vehicles without an analogue steering method (mouse, controller etc.), which I think is part of the reason why the warthog felt a lot more weighty with the increased level of control. Of course we have the handbrake, but it didn't allow you to slide with the entire vehicle, which is something I hope we'll be able to do in UT2k7. It'd probably be easier to run people down if we were able to do so...and more fun too. :)
 

JaFO

bugs are features too ...
Nov 5, 2000
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Like in Carmaggeddon-game ... handbrake-turn + open doors = another pedestrian bites the big one.
Of course we've got the Skorpion and it's blades for that ... :)
 

kafros

F1 manta tryouts
Jan 21, 2005
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Replying to original Post:

Goliath damage must be super powered keeping in mind that the oposite team's firepower concentrates on the goliath (which is a nice target even across the map with the SR).

Raptor is also OK. It is the hardest vehicle to drive (..ok fly) with ppl hitting u with their SR, LG (they can see you but you cannot see them..at least not fast enough). SR owns the raptor so much I cannot see any reason to complain about the splash damage.

What I would like to see is the damage affecting the way the vehicle drives/operates. As it is now i am happily shoting away from my "goliath in flames" having 24/800 armor lol.

How about these? (in case armor drops below 30%)

The scorpion having a flat tire.

A manta's left blade stop operating causing a small drift effect

A raptors engine catching fire causing drift and/or stall

The goliath move slower?
 

carmatic

New Member
Jan 31, 2004
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SirYawnalot said:
They'd probably bind turbo-boost to the jump or walk keys.

or they can do it like the rocket launcher... hold down both fire buttons to engage teh third mode

Israphel said:
As for vehicle tweaks...well alots been said already about the weapons, but little about the movement/control. I would really like to see the vehicle physics totally re-done to try to make driving vehicles like the 'bender and the scorp feel a lot more weighty and fun. I don't like Halo at all, but the way the Hogg feels to drive, the fact that it actually feels as though it's in contact with the ground and has some weight is superb. When you jump a Hogg, it feels like it's airborn, and when it hits the ground, it feels really solid....that's just not the case in UT2k4.

yeah, i agree here, the vehicles in ut2k4 are pure netcode, they move more like players than real vehicles, like they are simply coded with different actions (spin out etc) instead of being actually affected by real physics... in fact they are alot like character models, with only spinning animations for wheels and suspension(shoot grenades at any vehicles wheels and you see they are not real wheels,also when the scorpion or hellbender comes to a sudden stop you can tell the wheels are playing the 'stopping' animation) and bits that move around to show where they are aiming... the bulldog from ut2k3 however was a real vehicle (with wheels ,proper momentum, traction, etc)but it was impossible to execute over the network and really looked like it had a different plane of existence because it lagged behind players so badly,and most of the time it just crashed the server... so the 2k4 vehicles are severely physics-stripped to make onslaught a possibility, but in the future we dont have to worry about 56k players anymore (hopefully) so bandwidth-heavy stuff like simulating vehicles can be done...
 
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gregori

BUF Refugee
May 5, 2005
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Baile Atha Cliath, Eireann
also i rather like the vehicle physics in GTA: vice city, they're a whole bunch of fun,
if they can make it that tanks seem appropiately heavy i'll be impressed! a tank fallin from a height should rock the ground!
 

Unreality

New Member
Apr 20, 2005
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a tank should actually be able to flip over while falling not go weeee i'm a light as a feather tank that swings forward and backwards -.- oh and more possibilities with stunt vechile for a good time ^^
 

Discord

surveying the wreckage...
Nov 6, 2002
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Somewhere on Route 666
Unreality said:
a tank should actually be able to flip over while falling not go weeee i'm a light as a feather tank that swings forward and backwards -.- oh and more possibilities with stunt vechile for a good time ^^

Originally, the tank hovered (ie, had no treads). I'm guessing that some elements of the hover were kept in owing to technical problems with making realistic treads that deformed to the terrain the way wheels do on the scorpion and hellbender.

Hopefully, the new physics engine/ increased polycount will solve all that and we'll be treated to a fully functional tank.

Which, incidentally, will plummet and tumble properly when driven off a cliff.
 

Maxx

Bite Me
Dec 19, 2003
2,939
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kafros said:
Replying to original Post:

Goliath damage must be super powered keeping in mind that the oposite team's firepower concentrates on the goliath (which is a nice target even across the map with the SR).

Raptor is also OK. It is the hardest vehicle to drive (..ok fly) with ppl hitting u with their SR, LG (they can see you but you cannot see them..at least not fast enough). SR owns the raptor so much I cannot see any reason to complain about the splash damage.

What I would like to see is the damage affecting the way the vehicle drives/operates. As it is now i am happily shoting away from my "goliath in flames" having 24/800 armor lol.

How about these? (in case armor drops below 30%)

The scorpion having a flat tire.

A manta's left blade stop operating causing a small drift effect

A raptors engine catching fire causing drift and/or stall

The goliath move slower?

that would make it more realistic, and for the siege tank there would be a self destruction mode cool (bigger than normal redeemer *lol*)
 

Maxx

Bite Me
Dec 19, 2003
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Yap, this would strenghten the reality a little bit more *g*

well instead of making a whole necris set of cars, there could be vehicles by the other races too in the game.

a fast gen mo`kai vehicle, an egyptian "warbird", or just a small rolling jug-fortress, would make things better I think *g* or just more vehicle sets! Show us the technique of the others too :) or a small machine like the battlemechs! That would be awesome *g*
 
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rhirud

Fast learning novice
Feb 20, 2004
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Effects when a vehichle becomes critically dammaged would be great fun. I don't really like degredation though. Blowing the tracks off tanks\wheels off levis will be fine - as long as it can only be done by grenades. If you can immobilise them from a distance; that would be far too limiting.

But when a scorpion reaches 5 health or less, triggerring it's self destruct sequence; when a tank reaches 5 health, it's tracks would drop off; or the equivalent of 2-3 shells going off inside it; when a cicada/raptor reaches 5 health, it looses power and plummets to the ground - that would all be fun. It wouldn't happen all that often, since it would be rare for a vehichle to have a health of 0-5 - usually it would have suffered critical dammage. It would just add in a little more variety and chaos. And chaos is good.
 

Majik

blargh
Jun 24, 2004
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I just thought of something I'd like to add.

What I'd like to see them do is to set a small delay (half a sec or so) when switching positions in vehicles. That way it'd be harder for people to switch from the driver position to the skymine-cannon position in a hellbender or from driver to gunner in a cicada etc. As it is now I think it's just way to easy for a single player to handle multiple positions in vehicles that are supposed to be at least twice as effective when manned by multiple players. IMO this doesn't really promote teamwork and I hope that by handicapping players that bugger off all alone in a hellbender will do just that.
 

--Under

Underestimated user
Mar 21, 2004
94
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Manta could launch a tracker. And then cyou can see every vehicules you tracked on the minimap. Kinda good against sneakin attacks(i guess, i dont play much ons so i dont know the dynamics of a REAL match.. would this be usefull?)
 

Maxx

Bite Me
Dec 19, 2003
2,939
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would make a mobile station, which can repair, heal and so on... make sense?