[T:V] Countdown to 'perfect' - patch this stuff :D

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Senty
10-11-2004, 03:30 PM
So true, I can't believe I forgot about the global voice events. Far too many of them for every situation, including "Blah blah is repairing their gens, sensor under attack, gens are up".
It is mostly about the objective on Utopia, the gens announcements should be kept up to date since on many maps that means another route into the enemy base or turrets/sensors becoming vulnreable.

Emilee
10-11-2004, 03:44 PM
Freshmeat, how do you propose he make it to where a disk detaches someones grapple? Since you seem to think he can make that change on his own.

Undisciplined
10-11-2004, 04:17 PM
Can't you press F4, when someone proposes a vote and then vote?

Ok, it's one thing to defend a game because it is good, but it's another thing to suggest that it can't be improved whatsoever. The voting system could use serious improvement, right now it's definitely subpar.


Originally Posted by Silken
8.) Increase reflection radius of buckler. If you're going to nerf its offensive power, you might as well inrease its defensive strengths.
I don't know what game you are playing, but as a capper, when there is someone competant on the flag with the buckler, I still get knocked back pretty good.
I'm pretty certain he is referring to the reflection of projectiles radius for the buckler, not any reference to blocking people (the deflection radius doesn't have much to do with blocking people). As it is, the buckler is at best moderately good at blocking chaingun shots (some still get through even if you are directly facing the shooter), and isn't particularly good at deflecting explosives (which apparently is difficult to implement).

menes
10-11-2004, 04:23 PM
If you prick me do I not bleed!

Yes, but its very sweet kool-aid. :)

Silken
10-11-2004, 04:25 PM
As a clarification on the buckler, yes, I'm talking about the deflection radius of projectiles. I know there's a point where a total reflection of projectiles becomes too powerful, but as it is, it's next to impossible to defelect a disc with the intention of doing so.

Maybe it's possible to have a "deflection reticle"? Where you can deflect anything that comes within a certain range of the visible reticle?

I don't know... right now it just feels too much like luck as opposed to skill when it comes to deflecting anything with regularity on the buckler.

Senty
10-11-2004, 04:28 PM
Ok, it's one thing to defend a game because it is good, but it's another thing to suggest that it can't be improved whatsoever. The voting system could use serious improvement, right now it's definitely subpar.


I'm pretty certain he is referring to the reflection of projectiles radius for the buckler, not any reference to blocking people (the deflection radius doesn't have much to do with blocking people). As it is, the buckler is at best moderately good at blocking chaingun shots (some still get through even if you are directly facing the shooter), and isn't particularly good at deflecting explosives (which apparently is difficult to implement).
Tested the buckler last night, it blocks shots that hit it, all of them, but as soon as the chain begins to go off, down aiming at the legs for instance, the target takes dmg.

So the shots that do get through land on parts of the body not shielded by the buckler.

RA-Jeff
10-11-2004, 06:05 PM
I got a few things they should fix too in the next patch.

Note: I hope that the below ideas were not mentioned by others. If they are just know I am agreeing with ya.

1. Add music in Multiplayer.

2. Keep your custom reticle when you zoom in and not have that white thing.

3. Make health kits and repair packs work faster.

4. In Single player when you save over a file because you got to the next level it does overwrite the information, but not the name. This needs to be fixed.

5. The update should maybe have a new weapon or something in it. A new item esentially.

PyroTeknik
10-11-2004, 06:51 PM
The ability to turn off the announcer without turning off the announcement text would be nice.

Breadman86
10-11-2004, 07:06 PM
Better flag drop/pickup sounds, and no more anouncer-over-voices, where say the blood eagle take the flag, but a second later the imperials grab the blood eagle flag so it'd say "Imperials fl-Blood eagle flag taken." It pisses me off. I don't know whats going on when this happens. Suddenly a flag is captured that I didn't even know was stolen because of this problem. You could have the anouncer say it after the first thing was said, but maybe instead of fixing this, have a visual cue of some sort, or maybe individual team sounds, so I only hear "Your flags beeen taken!" A varietion of all of this could be better.

?B-MAN
10-11-2004, 11:05 PM
I agree on most of your comments. Also:

I wish you could move flag by shooting it ala T1 and T2.

For some weird reason its hard to sense whether you have grabbed the flag or not in TV. Ive actually had situations where I thought I grabbed the flag only to realize I dont have it. Sometimes it seems like you fly right through the damn thing. Dunno Unreal engine does have this weird shifty feel compared to T1 and t2.

yes better sounds for flag grabs. Its hard to distinguish if the enmy flag has been grabbed or your teams flag. T2 had great flag grab sounds that you could distinguish.

Just a tad more juice on the jets. The skiing is just wonderful but geez the jets and gravity ugh. Better jets make for more exciting defensive chases on large terrain especially if its not super hilly.

Senty
10-11-2004, 11:12 PM
Yeah better flag pickup sounds so you know if you have it, also possibly a simple sound that plays when your flag is taken and another one that plays when the enemy's flag is taken, plus a msg on the HUD.

Breadman86
10-11-2004, 11:12 PM
For some weird reason its hard to sense whether you have grabbed the flag or not in TV. Ive actually had situations where I thought I grabbed the flag only to realize I dont have it. Sometimes it seems like you fly right through the damn thing. Dunno Unreal engine does have this weird shifty feel compared to T1 and t2.

I had the same problem today on Spiridian. I thought I ran over it but apparently not I guess because I got back to my base, ran over the flag, and it did nothing. So hmm. Looked at my back and indeed I didn't have it.

PyroTeknik
10-11-2004, 11:13 PM
For some weird reason its hard to sense whether you have grabbed the flag or not in TV. Ive actually had situations where I thought I grabbed the flag only to realize I dont have it. Sometimes it seems like you fly right through the damn thing. Dunno Unreal engine does have this weird shifty feel compared to T1 and t2.

yes better sounds for flag grabs. Its hard to distinguish if the enmy flag has been grabbed or your teams flag. T2 had great flag grab sounds that you could distinguish.

Oh god, that's happened to me so many times.
I'd be like "so long suckers! hahahaha! er... how come nobody is chasing? ... DAMNIT!"

The opposite also happens when I'm HoFing. I could swear I just body blocked the capper and sent him flying in a totally different direction, but then I turn around and the flag is gone :-|

Equaknox
10-12-2004, 12:09 AM
Anyone know how to turn that crappy music off in the loading screens? :x

[4M]Kenny
10-12-2004, 12:55 AM
Add a T1 sniper and you have my vote... good list of the important items tho.

JohnnyX
10-12-2004, 01:02 AM
I don't even think the grapple needs to be able to detach, I just need a way to tell where the hell the player is grappled to. I can do fairly well at predicting where someone will go based on where they put the center of their radius (if that makes sense?), but the grapple needs a glow or something, because it's impossible to see as is (outside 20m). Just use the JKII lightsaber glow, wasn't that an unreal engine game :P

Orcus
10-12-2004, 01:14 AM
You can manage your loadouts in your user profile, and since you can customize and recall them in game, that is no longer necessary. You just have to figure out how to do it.

I seriously doubt he's talking about setting up quick favorites. What we NEED is the game to have detection for when you enter an inventory. That way you can preselect loadouts and walk in and out quickly, without having to press 3+ keys. They changed a system that was perfect.

Can't you press F4, when someone proposes a vote and then vote?


No, you need to make it clear and easy for new players. New players are the people who play on some of the "unknown" servers where TK'ing is a problem. Right now it's not at all clear how to vote. There is also not a vote progress indicator, or a vote timer. These are all things that should be there.

m4jik
10-12-2004, 01:55 AM
Fix non-registering MA's.

TheRoDent
10-12-2004, 03:11 AM
Silken for teh win. We can call it Silky Mod. :) These things need fixing and I agree near 100% with all your points.

{RiP}Zarious
10-12-2004, 10:19 AM
Having your inventory be rembered thru a re-spawn would be nice, and fixing the voting is an absolute MUST. The announcer is also very annoying. It's almost impossible to keep track of whats happening, becasue his voice is so common, that it almost becomes background. What I would love to see it for this to be fixed with a hud script.

Have a hud with 6 icons. 3 icons representing the status of your gen, sensor, and flag and 3 representing the status of the enemy gen, sensor, and flag. The Icon is green when the object is on line/flag at home. The icon is yellow/flasing when the object is under attack/flag is in the field. The icon is red when the object is down/flag is being carried. I would also like to see the names of the flag carriers beside the flag icon, when it is being carried.

Pretty much all the rest I could live with "tho the spammy pod sucks"