One more bug, and then....

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Sir_Brizz

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Feb 3, 2000
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I think that without the deploy bug, UTXMP is pretty ready for clan play. Anyone getting going?

I think UTXMP is a great platform for clan play at this point. There are some minor balance issues and some minor vehicle problems, but I think that the game itself is ready for competetive scrutiny.
 

Sir_Brizz

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I didn't do a poll because I didn't want a flamefest :p

I think the game is as perfect as U2XMP ever was, personally.
 

Fleury14

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The grenade bug, and to a lesser extent, reloading would have to be fixed before I consider it scrimmable. Once those are fixed, it'll be sweet.
 

PhatAzz

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Sep 15, 2004
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1) reload bug
2) grenade delay/bug
3) spawning issues
4) turrets - they still are a major problem sound wise, imho, turret spamming will kill any scrim.
5) raptor speed -> needs to be decreased.

Those are my top 5 fixes imho - then I would consider it scrimmable.
 

|pure|Destruction

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Totally NOT scrimmable. It will be more of a problem than its worth to try to play it competatively in its current state. Fix the deploy bug an what fleur and phat said, then it will be fun to scrim.
 

Reeps

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|pure|Destruction said:
Totally NOT scrimmable. It will be more of a problem than its worth to try to play it competatively in its current state. Fix the deploy bug an what fleur and phat said, then it will be fun to scrim.
Isn't that what the thread is saying?
 

JaGo

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Feb 24, 2004
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Eat_my_shorts said:
I think the raptor speed is ok, but the turning circle needs to be smaller ;)

Well, IMO the raptor is rediculously fast on moderately flat surfaces...you have almost NO chance of stopping it if you are on foot.
 

Sir_Brizz

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Well for now the Raptor blows up on a dime, so I think it's balanced :p

I was saying the deploy bug, I'm not fully aware of any other major bugs, although I've heard about the reloading bug (never experienced it).

I guess I was mostly saying that one more patch should have it ready.
 

Sir_Brizz

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Ah, that would make sense why I haven't experienced it, then. I die too much :)
 

fireball

Reach out and torch someone
Suppose I should specify '0 clip ammo'. In U2XMP you could fire 6 shotgun rounds and then hit 1 and switch to the AR immediately. Apparently, this also reloaded the shotgun, but that never worked for me. In UTXMP, you need to wait for the shotgun to reload before switching.
 

PhatAzz

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Sir_Brizz said:
Well for now the Raptor blows up on a dime, so I think it's balanced :p

I was saying the deploy bug, I'm not fully aware of any other major bugs, although I've heard about the reloading bug (never experienced it).

I guess I was mostly saying that one more patch should have it ready.

Nah, it's still too fast. If you've ever been in a game where people use the raptors repeatedly, it's quite annoying. In fact, if you were in a game where it was pure raptor runs over and over again, it's really bad. It's just too fast.

The last thing this game should become is a vehicle dominated game and that's what happens in valley of the apes.

It might be a map orientated thing - too many vehicles etc, but it still is too fast.
 

Sir_Brizz

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Well, I've always thought the Raptor was too fast because one raptor run early in the game and you could win in a minute or two, because the Raptor is too fast. People on foot have no chane against it.

edit: That was why I originally asked that the driver of the Raptor not be able to carry an artifact, its incredibly unbalanced as a gameplay mechanic.
 
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PhatAzz

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fireball said:
Is it just me, or are Raptors impossibly hard to hit with EMPs now unless they're stationary? I used to be like... unholy vs charging raptors as a tech in U2XMP and now I'm lucky if they even notice the blast.
That's what we mean about too fast. Usually, in u2xmp, you had enough warning to get at least 1 emp off and hit, but they speed off FASTER than the speed of the emp, so no way for it to catch up.

Not allowing the driver to carry an art is a good idea. I.e. autodrop art if you get into a raptor.
 

pistos

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I guess you could change it even further so that a driver of ANY vehicle is not allowed to carry an artifact. That would definitely change the game dynamics in a number of ways. It would be similar to vehicleCTF, and you would have things similar to "manta runs" which would encourage that much more team play. Another thing that this kind of change would eliminate would be those 2-artifact registers that end a game in an instant, since you could no longer carry two artifacts in the vehicle (except in a bus). I wonder what the general reaction to a change like that would be in the XMP community?
 

Da Spadger

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PhatAzz said:
Not allowing the driver to carry an art is a good idea. I.e. autodrop art if you get into a raptor.

Sound like a bad idea to me. Raptors are still fast and can easily get the Artifact carrier. Also, a Harbinger isn't always near.

"Ok, behind that door is their artifact node, there's one lone gunner guarding it."
"Nice, thinking that we're five. Shouldn't be a problem."
"Wait, any harbingers nearby?"
"Ehh, no?"
"Guess we're screwed then."

*Team get in, grabs artifact, get out and get run over by quickie raptor.*

Slowing it down to U2XMP speed sounds simpler and better imo.