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Two suggestions for UT2007

Discussion in 'Unreal Tournament 3' started by pine, May 10, 2005.

  1. pine

    pine Official Photography Thread Appreciator

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    From what I've heard they are changing in UT2k7, they are on the right track in perfecting what few problems I had with 2k4. Correcting the model scaling (they did say they'd fix that, right?) and uber-fast movement were two big ones for me. Now I know that they will probably concentrate the most on Conquest and Onslaught because those are UT's most popular mods now, but there's two little changes they could make for the hardcore competetive community (TDM/1v1/CTF) that I would greatly appreciate, and can make a hugely positive difference:

    1. Either get rid of the shield gun or nerf it a whole lot. The shield sucks. It doesn't help the underdog in duels, it helps the guy in control run away whenever he makes a tactical error. It slows down the pace and encourages gay tactics. It makes flagrunning a cinch. If the SG comes at all, make the secondary fire become unusable 30 seconds after spawning, and make it take full damage from all weapons (LOL I JUST BOUNCED 5 SHOCK PRIMARIES OFF HIS SHIELD LOL).

    2. Make the amp do 3x damage again. Obviously don't include it in the 1v1 gametype, but for CTF, TDM, and FFA this will help bring back a little of that addictive, over-the-top feeling that UT99 had. That + lack of shield will make TDM and FFA a lot more exciting.
     
  2. G.Lecter

    G.Lecter Registered Tester

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    Seems like the Shield Gun won't be in the next UT. I liked it, but I agree in UT2004 the flagruns of experienced shieldgun players are really sucky...

    I don't like TripleDamage, I think it would be too unbalanced... :rolleyes:
     
  3. 1337

    1337 1337

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    I think it would be pretty cool. Everyone's strategy in TDM would revolve around the Amp more, like players going kamikaze to get it more often.

    Amp in 1v1 is stupid. Not sure how the weapon respawn times are going to be like in the next UT. I really liked how they were in ut2k4. But if different aspects of gameplay are changed then the weapon spawn times should change to better suit the gameplay. I personally think the current spawn times work really well in 1v1 and TDM.
     
  4. T2A`

    T2A` I'm dead.

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    I'll be glad when the shield gun is gone. It's just another thing that separates 1773 players from good ones, and widens the gap between all the skill levels. It can also make matches terribly boring to watch as, like you said, skilled players run away with it up if they make the slightest mistake and let someone get a teensy bit of damage on them.

    Like everything, though, it could be modular to the gametype being played. The shield could be a lot less effective in 1v1 and more in CTF (flag runs are hard enough with two skilled teams, so I don't see a problem with it there). Maybe in CTF you have a limited window of shield use after you grab the flag, after which is becomes disabled, or maybe it could deplete twice as fast when you're holding the flag. The amp could only be active for 15 seconds in 1v1 and do 150% damage, whereas in TDM it could give 300% damage for 30 seconds. Putting the amp in 1v1 would make things a hell of a lot more exciting and it would require even more control of the map, because if you lose it once, you might end up kissing your ass goodbye. It's hard to balance every piece of the game for every gametype, so I think the modularity on all things, including weapons, could help a lot.

    However they implement the amp, the person who has it needs to glow like a f*ckin' purple neon glow stick! It's so hard to tell now who has the thing if you're not right up on them it's ridiculous.

    I don't do competitive TDM (or competitive anything because I'm a nub) so I haven't played without weapon stay (I play TAM most of any gametype and that gives everything to you!), but it seems to me that waiting 27 seconds for a weapon when there are eight people in a map is a bit much. Works for 1v1, but doesn't necessarily work in TDM (not that I would know anyway). I just don't see how not letting people get any weapons and spawn killing them as much as possible is cool in the first place, but whatever. The modularity thing could work here too.
     
  5. 1337

    1337 1337

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    Every weapon is a gift :D. Less spam in general. And with the awesome movement and shield in ut2k4, not having a weapon for a while isn't too bad. People still can help out their team with dual assault rifles, it's not like they are useless to the team without a super weapon. It's good to keep the weapons controllable. If you can't control the weapons then that would take a lot away from the game for people that actually want to play with ws off (people that play ws off don't dislike the 27.5 spawn time, also it is the same as the 50 and health vials and packs so it makes it more easy for players to get a feel for timing them.) But now that they are nerfing movement they might as well make the weapon spawn a shorter time, because people can't move from weapon to weapon as fast as before, and they can't use shield gun.
     
  6. pine

    pine Official Photography Thread Appreciator

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    It's not unbalanced; both teams can get it. The 3x damage in UT99 was so much freakin fun. When you saw that purple glow coming around a corner you knew to run like a motherf*cker. And when you got it, the adrenaline rush was crazy.

    Upping the amp's glow to more like UT99 is one thing I've been thinking about and forgot to mention. Kudos T2A.

    I didn't mention anything about what mods the amp would be in because I assume they won't put it in 1v1, since absolutely nobody plays 1v1 that way.

    I would also change the weapon spawn times. In fact if I'd sat down and thought some more, that would have been in my original post as Big Adjustment #3. Keep it at 27.5s for 1v1, but knock it down to like 20s for 4v4 TDM. Just that slight adjustment would make the gametype a lot more fun I think. Obviously no other gametype would need the adjustment since they're all played with weapon stay on.
     
  7. spineblaZe

    spineblaZe VFX Extraordinaire

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    I <3 Pineconeboy. The shield gun has no place in UT in any gametype. Oh, and the more powerful the weapons, the better.
     
  8. moonflyer

    moonflyer New Member

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    i like the idea to remove the shieldgun. I hope 2007 will be a game emphasizing attack much more than defend!
    and about the balance, yup it's important, but if it hurts fun, it sucks! it's a game, not sport, we play it for fun, not for balance.
    ut99 was really a lopsided game, but it was really fun
     
  9. ExiT

    ExiT hella lurker

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    Anything for more up close in-your-face firefights!
     
  10. Mercenary

    Mercenary >ÐË

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    My suggestion for 2007 is to make a U2XMP gametype with all the weapons and the amazing movement with the wall jumps and jump boosters. (No shields or gay redeemers in U2XMP)
     
  11. edhe

    edhe ..dadhe..

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    /me wubs Mr PCB.
     
  12. _Zd_Phoenix_

    _Zd_Phoenix_ Queen of BuFdom

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    The main problem is that the charater models were too small. They gonna fix that?
     
  13. Liverslapper

    Liverslapper Slappin' Livers

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    Well even if there will be no shield gun there will be someone out there to create a shieldgun so everyone can download it...
     
  14. Selerox

    Selerox COR AD COR LOQVITVR

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    More power!

    Agreed on that one, the shield fire was massivly overpowered and made the game much too defensive.

    As for the Amp, I'm never keen on powerups being a prime part of the game. They should be important yes, but not so important that they dominate the game. I think a decent workaround would be to simply make the weapons more powerful. One of the major criticisms of UT200x was that the weapons were very unerpowered. Upping the shot power on all weapons would be a good idea, and would help the game stay fast paced. It'd also stop the veteran players from being so unkillable (if that's even a word).
     
    Last edited: May 11, 2005
  15. spineblaZe

    spineblaZe VFX Extraordinaire

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    It's not that the characters were too small, it's that the maps were so big. The maps had to be oversized to accomodate the insane movement and the incredible distance and height you jump.

    Take Curse 4 for example. Everyone always complains about that map being too small. However, if you were to disable the double-jumps, wall-kicks and dodge-jumps, the map is perfectly sized.

    Epic already said they were toning down the movement, and that will pretty much single-handedly fix the ratio problem.
     
  16. NeoNite

    NeoNite Worst hack fraud ever

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    HEY LIVESLAPPER PLEASE USE ANOTHER AVATAR YES? THANK YOU?

    At least edit it a bit, use some creativity :rolleyes:
    Even though it isn't my artwork, I don't like copycats.


    sigh...

    anyway

    Well, there are probably too many cry-babies now, complaining about nerfing this-balancing this.. sigh... yes, the UT amp is lots of fun.

    (Though not nearly as much fun as quake's quad damage ;O)...)




    Quite original to copy an avatar :-/
     

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    Last edited: May 11, 2005
  17. ]SideWinder[

    ]SideWinder[ Winder of the Sides

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    Fuk the Sheald Gun, bring back the Chain Saw!!
    Actualy, I could care less. Im betting they make a new one, and add a mute for the sheald gun, but it would be really sweet to add the Chain Saw in! I loved getting headshots with that sucker in UT99.
     
  18. NeoNite

    NeoNite Worst hack fraud ever

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    Liveslapper, go to "Deacon black's website". The first one on the google result page.

    check gallery 20 or 21.. it has a much better pic of the redhead. Called Stilleto.

    It's a lot sexier than the one I'm using ;O)
     
    Last edited: May 11, 2005
  19. Liverslapper

    Liverslapper Slappin' Livers

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    yay ok thx, sorry i had to have that picture she is hot! *sizzle
     
  20. NeoNite

    NeoNite Worst hack fraud ever

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    Sure is, but he's drawn a lot better than that ;O)
     

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