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3 years ago ::
May 20, 2010 - 12:36AM
#1
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A collection of weapon and a few helicopter tweaks I think make the game a bit more fun. Changed minigun to have much larger clip and faster firing rate, lowered damage a bunch to keep it around the same effectiveness level, changed tracer to "sniper_tracer", increased impact force. Effectiveness is about the same (i.e. murder hose), but I find it more satisfying to use now. Changed sniper rifle scope to only have 6 zoom steps instead of 10. I felt 6 was a slightly better balance between getting the right zoom level and amount of time to get to max zoom. Switched Tornado from homing rockets to rapid-fire dumbfire rockets. Changed handling to allow sharper angles to help with aiming them. Didn't find it any harder to do heli-assault with it, but I also fly pretty agressively, also didn't get a chance to use it in co-op, where it's probably less effective. Tried getting the AI to fire them in bursts, but no luck so far. Would probably be better to split into 2 seperate vehicles, and maybe split the weapons between pilot and gunner, but I don't see any way to do that without reaching the weapons limit. Changed Wolverine to have slighty faster firing rate, changed tracer to "sniper_tracer", made rockets shoot out of both wings, changed rocket effects and explosions. Would also probably be better to split into dogfighting and ground attack versions, but again would probably break the weapons limit. Changed Gyro Daddy handling to be much sillier to use, gave it much more health to compensate. Did have an idea to help save weapons space, haven't tried it out yet though, to set vehicles with similar weapons and rigging/animations to use the same weapons, i.e. set biplane and wolverine to same weapon, or bear and bulldog, or fire truck and fast-food mobile, hopefully freeing up their slots for use with other weapons.
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3 years ago ::
May 20, 2010 - 12:48AM
#2
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The dual rockets on the Wolverine sound great. Looking forward to trying them out. I don't think I could ever live without my homing Tornado rockets though.
Did you happen to test the Maero mission with the new minigun tweaks? My first thought is that he'll rip you to shreds with those changes unless you also lowered npc damage with it to compensate.
Looking forward to hearing the results of your weapon consolidation test. I'd love to get the Sig Sauer back in along with the mp5k if possible.
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3 years ago ::
May 20, 2010 - 2:13AM
#3
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I gave everything a try. A few things you forgot to mention (which are awesome) is that the following weapons have had the restrictions removed for using them while holding a human shield:
Flamethrower
Fire Extinguisher
Septic Gun
Minigun
Also, the Septic Gun and Fire Extinguisher can now be used by your coop partner while riding shotgun in the vehicle you're driving.
I adore the new minigun. You weren't kidding when you said "hose of death." I was also glad to see that you did lower the player damage to balance it out. Maero shouldn't be an issue.
The Sniper Zoom to 6 steps is a great change.
The new Wolverine is just pure joy to use. The alternate firing slow rockets that ignite and zoom off fast just feel perfect. I cannot wait to turn these against Sam in a dogfight. :D I did think the molotov effect on the trail was a bit too subtle though. I had a real hard time judging their flight and compensating with my next shots. I ended up restoring the original trail which I think works better from a practical standpoint. I also loved the sniper tracer on the main guns. It is a very cool effect to see the tracer lines zipping off the wings while you fire it.
The pepper spray doesn't really work while holding a human shield. I got up right in people's faces spraying it while holding the hostage, but they never did the eye rubbing animation. It was if I wasn't spraying it at all. So I put that flag back in to restrict it.
The Gyro Daddy rules now. That thing is just amazingly stupid fun. I felt like I was inside a gyroscope in that thing bouncing on top of pedestrians and flipping and rolling. I love it to death. I'm not sure how everyone is going to be feel about though, so I'll see what the testers think for inclusion.
Awesome work, man. Bravo.
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3 years ago ::
May 20, 2010 - 4:15AM
#4
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Oh right! I forgot to mention I removed all the "not in vehicle" and "not in human shield" flags, though some still don't seem to work in vehicles anyway, probably due to rigging and/or animation issues.
Testing the minigun with Maero was particulary nasty, as I got the npc damage and player damage values confused, and ended up playing the mission about 10 times.
I tested setting the biplane to the same weapon as the wolverine, and replaced the biplane weapon with sam's sig sauer (say that one 3 times fast), and it was a success in the sense that it didn't crash or break any menus or planes, but I couldn't get the weapon model to show up. Not sure if I just did something wrong or what. Though it is pretty funny to mug a guy by shaking your fist at them.
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3 years ago ::
May 20, 2010 - 4:21AM
#5
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Sounds like the mesh wasn't being loaded in preload.tbl, so you'll likely have to add the mesh name there.
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3 years ago ::
May 20, 2010 - 4:59AM
#6
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Ah, that was it, everything works fine now.
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3 years ago ::
May 20, 2010 - 6:36AM
#7
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God I love you people~
With every new mod you guys just keep proving to be more and more awesome :D
Honestly dont think i could go back to the 360 version now, even if it is... beautiful...... and so... so smooth......
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