Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all articles
Browse latest Browse all 42799

So when are you going to fix GL player damage? Never?

$
0
0
see title.

http://forums.unknownworlds.com/discussion/133837/when-did-the-noob-gl-spam-start
http://forums.unknownworlds.com/discussion/124918/gl-just-fix-it
http://forums.unknownworlds.com/discussion/123521/the-gl-spam-is-still-not-fixed
http://forums.unknownworlds.com/discussion/133740/gl-spam
http://forums.unknownworlds.com/discussion/122226/endgame-marine-turtling-gl-spam
http://forums.unknownworlds.com/discussion/121033/reduce-the-gl-spam

Edit 02/03:
Summary of some ideas on how to "fix" GL, choose one or multiple.

General fixes:
- make projectiles more clearly visible to players [bright outlines]
- make them properly networked, so they can be avoided even in air and such
- improve ns2 lag compensation, so the damage feedback is much more instant rather then a felt ~1-2 second delayed (this pretty much would improve alien play A LOT), and reduce the issues with prediction (getting killed around corners, by marines not facing you, etc)

Anti-Structure
choose one or multiple

- Remove player damage, or reduce it drastically
-- to compensate, make GL cheaper or make it a secondary weapon
- Remove AoE player damage, only causing damage on impact
- Add large AoE falloff against _players_ (most damage on impact, signicantly less damage the further a player is away, i.e. quadratic (or higher), possibly even exponential falloff)
- Fixed ammo pool to reduce the "spam" effect (similar to hand grenades or mines)

Viewing all articles
Browse latest Browse all 42799

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>