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Rip's Excessive Server

Discussion in 'General Discussion' started by Rip, Jan 3, 2015.

  1. xts-sparky

    xts-sparky Member

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    :sniper:
     
  2. Rip

    Rip Member

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    lol you ass. ;)

    Yeah, that's why I don't like to 1v1 in one word.... or one emoticon.... the SR is just bullshit. It's instant, limitless range, splash, and absolutely nearly kills you in one hit. I dunno, maybe I'd feel differently if I were better with it, maybe I'd lose just as much without it, and I'm certainly not going to be a pussy and duel someone that says they won't use a weapon in their arsenal for me. But I hate it. :p It's gotten to the point where it's taken IMO some of the best dynamics of EO out of the game. For example I'm on defense, instead of trying to grab the flag or disrupt me then grab the flag, Osk just goes in the FR with the sniper and kills me 100% of the time then gets the flag. For example epic fights between flag carriers just turn into who can hitcan better. Well, that's my two cents.
    :shock:

    And it should be easy to imagine what's it doing to new or returning players to face that when I feel this way.
     
    Last edited: May 11, 2015
  3. xts-sparky

    xts-sparky Member

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  4. Rip

    Rip Member

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    You...... m-miss t-t-those? *cringe*

    lol, I'll put the second one up just because I like you. ;-) First one is too narrow, imagine with my latest changes the Pulse or Ripper or Grenades or-or-or haha.
     
  5. xts-sparky

    xts-sparky Member

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    2manjob is a great spammy map. One which the sniper could be rendered useless. 0_o - Like joust with more hallways.

    2symple I just liked because it's open and compact at the same time.


    Oh - thanks =)
     
  6. Rip

    Rip Member

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    The sniper that shoots through walls in those parallel hallways and ricochets too? :p Haha, well, it'd just be dominated by other weapon spam anyway. I don't know if you noticed but I took Joust off. :p Put plenty of other small maps on. But narrow hallways are really bad, and worse than ever in my latest versions hehe.
     
  7. Rip

    Rip Member

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    Not sure anyone cares, but I do like to share. :p I've got some things in mind to add, and think I can have them up fairly soon. To do with gamemodes and bots. I plan to make quite a number of gametypes.... variety is the spice of life after all. And even if it always comes down to 1 or 2 when we are playing together, the additional gametypes can be a fun distraction for someone waiting for someone else to show, or in the case of a Motion-Man vs Carnage type matchup, waiting for a third party. :p That's my hope any way. I know there are a lot of mod gametypes out there and I can't wait to delve into them, but I haven't yet and already have a number of plans, that like I said I think I'll be implementing fairly soon. A number of the gametypes will revolve around FerBotz. They can be considerably more challenging in cases. I plan to focus on those cases and give you guys a challenge. One idea is assault vs a team of Botz. 1 player vs 5 Botz, 2 players vs 10 Botz, etc. I know you guys like setting records, so maybe I can do something with that. I think I'll model the Botz after the best EO players of old. Herk, Motion-Man, Thumb-Tack. FerBotz will all have names like those. In cases like CTF4 I may mix the FerBotz with regular bots. And the bots will be modeled after the other players - still set high difficulty. :) Domination, Deathmatch, LastManStanding, what the hell *shrug*. Some arena modes..... rocket arena, sniper arena, etc. :) Some will have botz/bots, some not, some they'll leave when a 2nd player joins, etc. And maybe BunnyTracks for EO? Hmm hmm? :) One idea I'm fond of is a random weapon deathmatch arena. Every time you die, you respawn with 1 random ADR weapon heheh. I'm interested in what else is out there, if anyone has any recommendations please do share.

    I've deliberately focused on adding as many layers as I can to ADR's gameplay, and I want to give it a try as the default gametype soon. I feel it's almost ready. Maybe after my next balance/polish patch.
     
  8. xts-sparky

    xts-sparky Member

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    I'm hopping on for a bit if anybody is around.
     
  9. oskeno

    oskeno Member

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    Was/Is the sniper rifle damage tested/fixed? I know sometimes that it wasn't registering the splash damage.
     
  10. Rip

    Rip Member

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    We'll need to get together and test it sometime. But that issue should be gone, since a direct player hit is only a direct damage now. There are not multiple damage types being added up.
     
  11. Rip

    Rip Member

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    Well..... good news for Osk. It would seem that I can make the Sniper Bullet many, many multitudes faster after all. When before, I could only tell a difference at the longest ranges - offline testing.... barely noticeable. Well, I don't really WANT it to be an instant hit at the longest possible range.... but fine. :p I'll see what I can do.

    Hasn't been tested online, so it still could possibly go sour, but I expect multitudes faster. Though how I will see improvement when I never saw problem in the first place I dunno. *sticks out tongue* ;)
     
  12. Rip

    Rip Member

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    Just tested online..... at 20x the previous bullet speed. Seemed to work fine!
     
  13. Rip

    Rip Member

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    Ha HA HA!!! FerBotz with EO translocators!!!!!!! They're monsters.....
     
  14. xts-sparky

    xts-sparky Member

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    Gonna try to get a little light fragging in.
     
  15. Rip

    Rip Member

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    Soooo.... new version up.... newer version going up tonight. I've added gametypes and changed the default gametype. My old version is still on there (last). I know you guys will still want to play it even when I'd rather be playing my newer versions, so it's not going away anytime soon. :p But, if you want to be setting cap records I guess you should be doing it in ADR CTF now! Mwuahaha all part of my devious plan. *cough* I've perfected the movement mechanics too, I won't make capping possibilities faster again in CTF, so please see what you can do with them!

    FerBotz are on. I've worked a lot on them. They're not perfected. They still don't use the trans to its full potential, so don't get around as well as I'd ideally like, don't rocketjump, so not great on many maps. They also have issues on many maps I haven't weeded out yet. Clustering on flag, not properly attacking, getting flag back, etc. Even on good maps some of them will just be broken and not moving from spawn, you won't realize it though because the ones that work are everywhere at once. They're not the best at returning their flags. Now, ALL THAT SAID, they are awesome. Given the right maps they will beat the shit out you, and not just with aim - I have "SuperAim" (LoqueAim) *OFF*. The FerBotz are generated RANDOMLY and have random values! Nonetheless. Given the right map, they will beat the shit out of you. One of the modes I added is 3 Botz vs 1 Player CTF, it scales. That Grinder map, I lost 0-5 in under 5 minutes lol. One was standing between spawns and telefragging me about 7 times in a row before I could do anything, yeah. They are telefragging beasts. They will use it and punting it to get around quite well on the bigger maps, just not EO player mobility yet. They fire grenades behind them, get in your face with shock combos and wreck your shit, snipe your head off, roast you.

    The DM mode has an insane number of them that I need to find a way to set a different value for, so it's not a good testing ground yet.

    Now, for the changes I've made, too many to list. A lot of polish and balancing has been done. The shock combo is a little more powerful, and I believe if you face the FerBotz with it you will see it's plenty strong enough heheh. Damage value is up to 400 (proximity) with one ball in a shock combo, multiplying per additional ball obv. The SniperRifle has a bigger explosion radius, more explosion damage - but if you're going to hit the ground with it, you're going to do far more damage by hitting in front or behind the player rather than the sides, because it can ricochet now. You hit the ground in front, they're going to take explosive damage and ricochet damage. You shoot through them and hit the ground behind, they take direct hit and explosive. You shoot through them and hit a wall, they take direct and ricochet. Yes, you can shoot through pawns indefinitely. Headshot damage is great. Finally, the speed of the projectile bullet is 10x what it was in my last version. The best skill to gain with the new SR, and there are a lot of them, is to train yourself to track and fire even when they've gone behind a wall, or to bait and use a wall for your protection while still firing when you know their location. Damage values are as follows. 200 damage direct hit, UP TO (proximity) 100 damage explosion (only on level contact), 100 damage ricochet, 400 damage headshot. Combine those values with the usage scenarios I gave and it's very strong.

    Ripper is high damaging but avoidable and gives a burning DoT. Pulse secondary fire spawns an expanding flame at impact that will put a burning DoT on anyone it touches.

    For the version going up tonight! Pulse is now a greater accuracy primary fire much narrower cone. Since I'm picking up on that you guys don't like excessive effects, I'm toning down many of them. Shock combos and rocket explosions have new effects.
     
  16. Rip

    Rip Member

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    Well, I am going to go snag all the cap records right now then. :wavey:
     

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