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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. I mean, there are times where it is actually more efficient to have multiple people dealing with 1 person. Sniped Engies don't really contribute more than people dedicated to hunting the sniper.
  2. No I haven't. that would require more waypoint class to be more precise, which means updating maps lol 1. This indeed will correspond to the bot skill. Lesser bots will be less likely to respond as quick as higher skilled ones. I believe lesser skilled bots prefer to just shoot their rep gun to wall. I forgot if they still disarm beacons tho 2. As mentioned earlier, not atm. It's a tedious work and we also have a bit of dilemma on where and which place to mine. Also need to detect if the place is mined or not... 3. They have their own rush tactics, but it's not perfect as of right now. You do get notifications if they *try* to do a rush. Most of the times it's just 4-5 people though 4. Poorly skilled AI will still defend, that's not changed. Mystery crate won't be notified though 5. This bug is most likely related to their aiming. This is a very delicate code from UT logic and unfortunately may not be easy to fix. They will usually only attack when they deem that their aim is good enough. Otherwise they will refrain from doing so. This was a nightmare for me to circumvent when telling bots to fire their repair gun. The infantry purchasing has been overhauled as a whole. They will no longer purchase only during spawn (same goes for vehicles) and will actually go to their respective PT when purchasing. In the current version they only buy stuff after they spawn, which probably led to that bug you mentioned. Currently I'm aiming to completely overhaul the ordering ability. Atm you can tell bots to focus fire or defend certain buildings (they'll obey you more if you're a commander, but they may choose to obey you even if you're not provided they don't feel busy)
  3. Be more of a team player. That's what I'd suggest Bot doesn't need that, they're already integrated into a link of hive minds known as SquadAI and TeamAI Several teaser images from internal
  4. They're not advanced enough to be able to do a proper APC rush, but they'll be able to do infantry rush or mass tanks against you Added to the fact that they'll know about MCT and beacons later
  5. I think free/T1 classes are actually powerful enough to take out buildings if massed (10+) and well-coordinated. But I dunno if this is true because nobody actually pulled a stunt like this off
  6. Orca MG is kinda useless compared to Apache's cannon yeah. I think it kinda came down to it being air unit which most of the times put it too far away from any infantry. Flying low is also a no go a lot of times since aircrafts are made out of paper
  7. It is hard yeah I can think of these options - Radio-ing 'Enemy Spotted' while looking at building can probably be tweaked to have text of 'Enemy Infiltrator in [Building]' - Alt/Ctrl pressing while using Q on building can probably be tweaked to say something else than 'Defend the Structure' Atm it doesn't solve the sound problem. But there was that idea for re-dubbing stuff, so for now it's textual only
  8. Atm the Q-ing on your own building shows the armor percentage, so shouldn't it already do the job? 'Defend the X' when Q-ing a fully healed building should also be a notification enough that the building is healed already EVA also sometimes announce if building is fully repaired. It's not as reliable, but it's there
  9. Something with the fps lag (it's reduced in online game for whatever reason) It happens to me as well for any air units, I'm not really sure what's causing it
  10. I kinda picture a whole map as more akin to UT3 or UT2k4, where you don't see your teammates, but will immediately get notified when a Node/Core gets attacked and which belonged to which... and occasionally key objects get shown
  11. What are you, a bot? 🙃
  12. Okay so lemme address a few of these : - Battle Mode (team deathmatch) : I think this is already in the game, except that it is made so that you respawn as completely random class, with the physics tweaked by a large margin. - Team co-op challenge, Base Defense/Tower Defence/ Objective maps : This was kinda what I was trying to do in spare time, but unfortunately the Scripted bots do not want to cooperate that well. Perhaps this is something I can look on once the current bot is self sustaining I kinda see this more as a co-op thing tho. It's rather hard to do a UT Assault stuff in RenX atm. Atm though, I'd rather deal with the base game first. Once I have some time, maybe I'll look into some of these ideas.
  13. Personal request from me : can any of you try adding 'Mines Down!'? (Or rather, 'Proxy mines down!') I feel like it's a message that should be a radio command since we used that warning quite often.
  14. I mean I don't wanna bring your hopes down, but that is the first time I've seen those concept art.
  15. I appreciate that B0NG. Admittedly I had been quite toxic in the past as well especially in the middle of all the server politics (really don't wanna get back into it again. It was a total mess) Anyway, back on topic : After last night's games, I'm inclined to vote for community. People seemed to like blaming losses to their teammates. I mean yeah, losing sucks, especially if it really looks like that the other team is far more coordinated than yours, but when people starts saying 'OMG loser team' or 'noob team', it kinda made me want to play less and less. When will people realize that saying things like those will just lower your team's morale even more?
  16. Also, considering the history I had with B0ng.... But I'd probably be too biased and uninformed to give opinion
  17. This sounds like the return for 40p cap for servers :p. But yeah, 64p is just pure chaos. 40 was at least manageable
  18. Yep, everyone just pretty much buy Hotwire/Technician unless they're sniping or being an SBH. Everything else just gets sidelined.
  19. Honestly don't know. I've had the same problem, and I've already had someone set the graphics to even less than minimum. I think it's just the UDK
  20. Just sell the packaging only and claim that the stank is being stealthed : That's why you couldn't see it
  21. I'm pretty sure it was called not a 'remake', but a 'spiritual successor'
  22. I think it's a bit restrictive personally, though not too far off from what the folks had in mind. I do understand that some folks just choose small maps when it's barely supporting. If I wanna throw idea, I think the best idea is to slightly change the map list in the voting menu. Slightly like what we have now, but with a section that says "RECOMMENDED" and they're always pinned on the top (with green text). The map that is 'Recommended' will always correspond to the player numbers while the rest are on the bottom, selectable but slightly grayed out. Bonus if the one with too far off player number recommendation are in their own section or has red text on them, indicating that they're discouraged to be selected.
  23. if I remember correctly, SkeletalMesh does not impend DamageRadius And building doors in particular are SkeletalMesh. How far are you from the door?
  24. Interesting... Well, I was more basing from the original main menu map. If anyone wants to make a totally new menu map, I will have no problem with it. This was mostly experimental anyways, and I'd be glad to see what others can come up with.
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