Yurch's antics reach a new level!

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zeep

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Keganator said:
Here here, I second that one. Bring the 'real' back into the 'aim'. :) At least it won't have to be *quite* as big as the last mutie, since so much of what you fixed is now, well, fixed. :D
And if you're thinking about fixing that then please also consider putting back in the weapon sights sway like in rav2.
 

Hadmar

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Jan 29, 2001
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I demand that this thread is locked and a new one is opened or a sub forum created. I order you not to post in this M-M-M-M-Monster thread anymore! :p

Oh sorry, forgot something: !!!!!111111!!!111
 

yurch

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Or not.

Before I sign off for the rest of the week to do massive amounts of non-inf related work, here is a Basic/Ballistic mutator pack. Includes a fixed bulletsounds2 and alltracers. May as well make them usable.

Enjoy. Attached text files should provide all the info you need.
 

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Hadmar

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And so the story of yurch's thread continues. Soon it will be so big it will start to suck other helpless threads in which will in turn increase it's mass which will make it suck even more threads in. It's like a black forum hole. OMG. We are all doomed. :D
 

keihaswarrior

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I'll just throw some stuff out that has bothered me a bit when playing. Maybe yurch can implement some of this. These are just brainstorming suggestions.

Stuff to fix in RAv3:
1) Scopes should not go off the screen when bobbing (maybe lessen the sideways bob of crouch walking a little too).
2) Sidestep and backpeddle should be slower than forward jog.
3) Hipped Minimi too easy
4) p90 too accurate
5) Lower damage done to legs by all weapons (but keep stamina hit the same).
6) Make nades look and act more realistic (no glowing shrap and stuff)
7) Make 40mm almost exclusively shrapnel damage
8) Fix 40mm range.
9) Make 40mm jerk up or to the side due to recoil if the person is moving while shooting or hipping it.
10) Shorten shotgun collision length
11) Sight misalignment when turning quickly
12) Time based recoil (recoil after just stopping is more than after a second or two of remaining still) - to simulate building good firing position
13) Make weapons bob very slightly even when breath is held, most when standing, barely noticable when prone for a few seconds.


^^ just some suggestions, lemme know watcha think. I know it will be a while before we see another RA, so there is lots of time to mull over ideas.
 
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keihaswarrior said:
I'll just throw some stuff out that has bothered me a bit when playing. Maybe yurch can implement some of this. These are just brainstorming suggestions.

Stuff to fix in RAv3:
1) Scopes should not go off the screen when bobbing (maybe lessen the sideways bob of crouch walking a little too).
2) Sidestep and backpeddle should be slower than forward jog.
3) Hipped Minimi too easy
4) p90 too accurate
5) Lower damage done to legs by all weapons (but keep stamina hit the same).
6) Make nades look and act more realistic (no glowing shrap and stuff)
7) Make 40mm almost exclusively shrapnel damage
8) Fix 40mm range.
9) Make 40mm jerk up or to the side due to recoil if the person is moving while shooting or hipping it.
10) Shorten shotgun collision length
11) Sight misalignment when turning quickly
12) Time based recoil (recoil after just stopping is more than after a second or two of remaining still) - to simulate building good firing position
13) Make weapons bob very slightly even when breath is held, most when standing, barely noticable when prone for a few seconds.


^^ just some suggestions, lemme know watcha think. I know it will be a while before we see another RA, so there is lots of time to mull over ideas.


1) Not really a big deal, as it only happens while walking but it does need to be fixed in some way.
2) Back peddle yes*, but side step really is just forward jog with the torso twisted
3) First shot is easy enough to place, but the rest are near impossible to hit without luck.
4) Seems fine to me.
5) No. One hit to the leg and you are severly wounded or you are dead/incapacitated.
6) I have no idea what a grenade blowing up really looks like, so I'll keep quiet.
7) agreed
8) Agreed
9) don't see what the jerk is for when hipping, but in general, sight misalignment needs to affect where the weapon shoots.
10) Don't use shottie, so I wouldn't know.
11) don't know
12) Sounds good.
13) Agreed. A rifle does not sit still while standing, but in prone position, a good sniper can keep the weapon locked in position so movement isn't noticable.

Edit: 2* On second thought, I can backpeddle as fast as I can JOG (not sprint), but it takes more effort.
 
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keihaswarrior

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Demosthanese said:
2) Back peddle yes*, but side step really is just forward jog with the torso twisted
3) First shot is easy enough to place, but the rest are near impossible to hit without luck.
4) Seems fine to me.
5) No. One hit to the leg and you are severly wounded or you are dead/incapacitated.
2) Don't go off of what the INF animation looks like. You'd have to be a contorsionist to do that. No matter what it is, it still won't be as fast as jogging forward.
3) People still run around and use it in CQB with success
4) There was a lot of debate about it, and thats why the RAv2 p90 was much less accurate.
5) It still shouldn't do as much damage as a chest shot. All your vital organs are above your waist (ok maybe a couple exceptions ;) ) so that means that a chest shot on average will always do more damage than a leg shot.

Edit: 2* On second thought, I can backpeddle as fast as I can JOG (not sprint), but it takes more effort
Well I guess yurch could add backward sprint too...But backward jog will never be as fast as forward jog.
 

yurch

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Although I hope we will have a while before RAv3 starts (like, maybe an ICLR season or so, I dunno) there's no harm in commentating.
keihaswarrior said:
Stuff to fix in RAv3:
1) Scopes should not go off the screen when bobbing (maybe lessen the sideways bob of crouch walking a little too).
2) Sidestep and backpeddle should be slower than forward jog.
3) Hipped Minimi too easy
4) p90 too accurate
5) Lower damage done to legs by all weapons (but keep stamina hit the same).
6) Make nades look and act more realistic (no glowing shrap and stuff)
7) Make 40mm almost exclusively shrapnel damage
8) Fix 40mm range.
9) Make 40mm jerk up or to the side due to recoil if the person is moving while shooting or hipping it.
10) Shorten shotgun collision length
11) Sight misalignment when turning quickly
12) Time based recoil (recoil after just stopping is more than after a second or two of remaining still) - to simulate building good firing position
13) Make weapons bob very slightly even when breath is held, most when standing, barely noticable when prone for a few seconds.

1) I dislike the scope freeaim system in general, I find it too easy to maintain a sense of view through frequent motions (think jogging ACOG). It looks like a zoomed in view with a cutout being moved around.
2) Perhaps. Most of my concern is with the quick ability to rapidly change jogging directions, the rest isn't too much a concern. Leading or following a target isn't a problem until you can't guess which direction he is going intutively, which is when it then becomes an issue. Slowing down the process of going up and down stairs/ladders is something that perhaps can be considered in concurrance of this.
3) I don't find it too much a problem. Consider it a low shouldered maybe. When have you lost a CQB fight to a hipped minimi?
4) Yes, the 5.7mm P90 ammunition is horribly inaccurate IRL. I also doubt the subsonic munition's actual capabilty to penetrate armor at range. A surpressed FAMAS may follow in the same catagory if it's supposed to be using subsonic ammo.
5) In order to kill with leg wounds you need to hit multiple times with most weapons as it stands. Considering the hitbox covers much more surface area than it should over the legs, something is off with the current system. Reducing damage may not be the best approach however.
6) Nades are quite overpowered as they stand. How they work graphically is a matter of taste/performance.
7) Same as 6.
8) A given. It'd be nice to recalibrate the HK69 ladder to match it.
9) Not sure what this accomplishes. Do you mean skewing the shot that was taken?
10) It is a full length shotgun. Don't really consider it a problem. Use 'hip' mode if it's colliding and you need to be that close.
11) Sight misalignment is something that needs to be looked at and thought about carefully, the old system I don't consider good enough anymore.
12) This was in RAv2, and I rather liked it as a subtle effect on firing.
13) This can be tied into the old 'misalignment' methods, and it looks/works quite well this way.

All in all though, only about 8 of these topics should be involving RAv3 (keep the mutator to playerclass/Aim-oriented subjects). I'd like to, this time around, keep many mutators seperate from each other rather than a one-mutator fixall. Later, if it's really required, we can combine them under a standard I guess.

IE we can have a ballistic mutator that changes damages/accuracy, grenade mutators that change the explosions, loadout mutators to enforce restrictions, ect.

We DO owe 2.9 at least some time before we begin mutating on this large a scale. Keep in mind this will be an extremely controversial topic for some people, and visibly dividing the community this early will not foster any love.
 
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keihaswarrior said:
2) Don't go off of what the INF animation looks like. You'd have to be a contorsionist to do that. No matter what it is, it still won't be as fast as jogging forward.
3) People still run around and use it in CQB with success
4) There was a lot of debate about it, and thats why the RAv2 p90 was much less accurate.
5) It still shouldn't do as much damage as a chest shot. All your vital organs are above your waist (ok maybe a couple exceptions ;) ) so that means that a chest shot on average will always do more damage than a leg shot.


Well I guess yurch could add backward sprint too...But backward jog will never be as fast as forward jog.

2) Not basing it on INF. I'm basing it on my experience from just a few
minutes ago. Jogged the length of my backyard, and then backpeddled. Times
came to about the same. Backpeddling takes a little more effort, do to the
muscles being a little less developed, but the motion was smoother. Thus, I say there is no such thing as SPRINTING backwards. Have the backpeddle
take more stamina, and that should be sufficiant(Not sprint levels, mind you).
Remember, sprinting is the "Oh dear, is that a grenade by my foot" speed.
Backpeddling does not acomplish that.

3) at 2 metres, it aught to be easy to hip someone with anything. I find the
SAW recoil to be just fine, untill tiffy or another veteran tells me otherwise.

4) I wouldn't know.

5) Kneecap. will take you out. Broken femur will take you out. Fractured ulna
or tibula will give you a bad limp at best. A hit to the artories will kill you in a
few seconds. A foot torn assunder will put you under.

Most shots to your limbs won't kill you, but they will take you out of action quickly.
 

spm1138

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1) I dislike the scope freeaim system in general, I find it too easy to maintain a sense of view through frequent motions (think jogging ACOG). It looks like a zoomed in view with a cutout being moved around.

Aw... don't fix that. It's really handy to be able to waggle the mouse back and forth quickly between two spots you want to cover :D

5) Kneecap. will take you out. Broken femur will take you out. Fractured ulna
or tibula will give you a bad limp at best. A hit to the artories will kill you in a
few seconds. A foot torn assunder will put you under.

I agree.

My mum who has been a nurse most of her working life told me that getting kneecapped often results in you going into shock and dying. If you cut an artery in the leg you stand a good chance of either dying or losing the leg.

Unless we're going to seperate out the effects of bleeding and hits to internal organs/CNS I don't think leg hits should be reduced in damage.

We DO owe 2.9 at least some time before we begin mutating on this large a scale. Keep in mind this will be an extremely controversial topic for some people, and visibly dividing the community this early will not foster any love.

Was that "No ACOG & M203" mutie on AFA your work?

Is there some reason you couldn't keep any other changes seperated out into specific mutators (i.e. one mutie for grenade tweaks, another for P90 accuracy, another for reduced subsonic damage/penetration and so on)?

Perhaps that way aspects of this hypothetical "RaV3" would get more widely used (fixing the P90 was a hit with the community at large if memory serves - who knows what else would turn out popular?) and there wouldn't be this big intimidating chunk of mutator between one lot of servers and the rest of community.
 
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