1) The movement isn't to the level it was in u2xmp. The dodge delay in UTXMP has me feeling very limited when facing ranger and tech classes. This gunner's shoes are made for dancing, but it feels like someone slipped in some lead weights into the soles.
If you are worried about movement bind exploits then just deny (or limit) movement binds in the user ini file via a file scan and plug the n52/zboard endurance exploit by setting a sprint + dodge to eat a fixed amount of endurance.
2) Can we do something about losing the target and crosshair when we use the flamethrower? Perhaps reduce the alpha of the flamethrower to 50% for the gunner firing it?
3) The primary fire damage of the Flamethrower is very weak in comparison to u2xmp.
4) Flamethrower alt fire is far more visible then the u2xmp version. With as short as it lasts in both versions, the suprise factor was all that made it viable. Perhaps if you extended the duration significantly the new visibility would be ok.
5) Conc grenades arn't having their vital effect on vehicles that they did in u2xmp.
6) The blind effect for the conc grenade is far too short at the moment.
7) Mines are still exploding on their own near portals, on ledges, and well .. just randomly at odd times.
8) You can't switch weapon while reloading. This severely hurts the gunner due to the really long loading times of their weapons.
9) You can't switch your weapon while you are locking onto targets with the Rocket Launcher alt fire. This was an important thing for gunners so that they could abort their shot and do something else instead.
Much shorter list then it used to be ... good job overall with the progress. Still have a lot to do, but I know you can get it there.
-Zak
If you are worried about movement bind exploits then just deny (or limit) movement binds in the user ini file via a file scan and plug the n52/zboard endurance exploit by setting a sprint + dodge to eat a fixed amount of endurance.
2) Can we do something about losing the target and crosshair when we use the flamethrower? Perhaps reduce the alpha of the flamethrower to 50% for the gunner firing it?
3) The primary fire damage of the Flamethrower is very weak in comparison to u2xmp.
4) Flamethrower alt fire is far more visible then the u2xmp version. With as short as it lasts in both versions, the suprise factor was all that made it viable. Perhaps if you extended the duration significantly the new visibility would be ok.
5) Conc grenades arn't having their vital effect on vehicles that they did in u2xmp.
6) The blind effect for the conc grenade is far too short at the moment.
7) Mines are still exploding on their own near portals, on ledges, and well .. just randomly at odd times.
8) You can't switch weapon while reloading. This severely hurts the gunner due to the really long loading times of their weapons.
9) You can't switch your weapon while you are locking onto targets with the Rocket Launcher alt fire. This was an important thing for gunners so that they could abort their shot and do something else instead.
Much shorter list then it used to be ... good job overall with the progress. Still have a lot to do, but I know you can get it there.
-Zak
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