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Handepsilon

Totem Arts Staff
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Posts posted by Handepsilon

  1. Personal Ion Cannon, Sydney's main weapon

    Technically we already tried no-delay PIC/Rail. Besides, they need their range to snipe tanks in the first place. Besides, if you got close range with Moby/Doza, you'd probably have switched to the sidearm anyways

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  2. Can you provide any proof? Because this is the first time I've ever heard of this.

    And no offense, but your IP matches with someone who has a track record of putting a username containing slurs/racism/toxic behavior... and for that reason I find your credibility highly questionable.

    • Like 4
  3. According to my inside info on Discord (trustworthy enough guy, imo), that was a false accusation. It's possible that there might someone who changed their nickname to mimic yeeeeeet, but the ones he saw was an overall nice fellow.

  4. For less technical answer : If you see a bright light source like the sun and feel that it's too bright, you can decrease the Bloom and it'll be less bright-looking

  5. It's basically to make it so PIC and Rail aren't just a replacement of snipers/ramjet. I suppose if you have any better alternative, I can ask the others about it.

    Roweboat does have a point. We never made any visual indicator for that.

  6. Quote

    Why not? If it is presented publicly it is public information, we might as well make it accessible at any time.

    Mostly because I did not account to it being presented publicly in the first place when I designed the system. Kinda felt like it's going to source of complaints/morality drop and might give some dishonest players some thoughts of getting around the system.

    And I guess I'll let the other devs who's more regular than me decide on the votes.

  7. Right click for Stealth Tank and MRLS are already dumb fire just like the Missile Launcher, unless something changed and I didn't get notified for it. At the very least, it's dumb fire in the sense that it flies towards where you point, but ignores locking mechanism otherwise. It was designed that way because straight fire would go up due to the missile turrets not being able to aim that low

    Will have to check about the dot. That might be an oopsie when I did the tweening lock effect

  8. It is neither. The game only allows you to program things using UnrealScript. It is sort of like JavaScript. You can of course, call some native C++ functions that's listed in the native classes, but you never really see the inside of it, and it also makes changing certain stuffs impossible.

    Also, to be fairly honest, I wasn't the one who made it so the MMR shows up publicly. Someone else made it that way, and I don't even know if it's actually wise to show it that blatantly.

    As for votes :

    1. Shuffling vote should really be a thing. I guess we just didn't have the time/motivation to do it.

    2. Well, as much as it is annoying that there would be some tryhard killing buildings in a very low pop server, because timer as an alternative winning condition is pretty much hated by majority of players, it is honestly hard to justify taking away the only mean to win the game.

    3. Well Changemap vote does the exact same thing already....

    4. Yeah, I added the no-beacon player limit before, but some people in the internal complained about it because it made low pop games a stalemate, so now it's mostly set to 0. I think the same would occur if I were to propose no-beacon vote :/

    I have not much comment on 'No Commander' vote. Tbh it probably would step less feet if we are to auto-assign commander if the other team has one, purely based on score.

  9. On 12/20/2020 at 5:09 PM, Hicks said:

    Sorry if I insist, but I realized from the last few games that at least the votes from 2 to 5 are absolutely necessary. In any case, I also wanted to reiterate that a team balancing system, in addition to being necessary, is also quite simple to implement.

    Quote

    is also quite simple to implement.

    Easy for you to say. How about you try going into the scripts and give me a better alternative?

    Sorry for sounding salty, but team balancing was in reality one of the things I had hard time to figure out because there are just so much variables to take note on, and it doesn't help that the functions are quite all over the place.

    It also doesn't help that sometimes the game decides to be a troll with it and decides to deliberately unbalance the number of players in a team sometimes

  10. On 12/24/2020 at 8:37 AM, Gnougnou said:

     

    menus.thumb.jpg.8a03a99d2192776dedf72863db179f78.jpg

    After watching the Dev Talk  #3, I realize that the menus are getting revamped and are getting similar to what I suggested, with icons and a "detail" box for the selected class. This is a step in the right direction. Not how I would have done that, but definitely better than in the current game.

     

    That menu is Firestorm exclusive, but I see what you mean. I personally found the text list inside the RenX menu too small to be noticeable as well.... and this is even worse in any resolution lower than 1080p.

    Believe me though, we were *this* close to getting same gold/red treatment for TS, but I told Havoc to just homogenize it to simplify the technical standpoint lol

    Renegade X's C&C mode will probably not change that much, and I think the team had reached the conclusion that any major changes will just alienate the current playerbase. Instead we'll do a new direction on Firestorm instead.

  11. Quote

    "chem troopers sweet succulent squirts go through multiple enemies, making this weapon the best crowd control option for very close quarters"

    You can argue that this is also pretty trivial, probably even more so than the whole MCT stuff. You'd except gas weaponries to go through multiple enemies. To have it be able to get bodyblocked would be defying laws of physics

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