21 Jul 10, 08:48PM
/sensitivity 0.5
1.1.0.x - alpha/experimental testing has begun
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21 Jul 10, 08:48PM
/sensitivity 0.5
21 Jul 10, 09:11PM
I noticed that maxserver slots are not limited since Ducksong has a server with 100 slots, also a suggestion of adding Carabine to the T/OSOK or maybe using giving it a 1-shot kill ability if you're right next to someone like a gib(1 point)
22 Jul 10, 12:12AM
22 Jul 10, 05:24AM
Dunno if this has been mentioned, but my virus scan is picking up a worm in this. Whats going on?
22 Jul 10, 05:57AM
22 Jul 10, 06:12AM
22 Jul 10, 07:22AM
i dont know if this means anything but about a year ago Avira picked up that the uninstall file was a virus on both .93 and 1.0, even though they were perfectly fine
22 Jul 10, 07:26AM
The sniper spread is HORRIBLE. Why did you change it! No scoping is impossible now. Just like the nades, and the smg, and the shotgun, it didn't need to be changed, nor should have.
22 Jul 10, 09:42AM
Zomg, we didn't change anything about the sniper. It had the same spread since 0.91 or 0.92, can't remember...
22 Jul 10, 10:11AM
(18 Jul 10, 08:24PM)Brahma Wrote: Awesome!how do you download it
22 Jul 10, 10:20AM
Quote:how do you download it Maybe the answer could be in the first post of the thread?!
22 Jul 10, 11:18AM
makke then why does it seem so differnet. I played AC v 1.0.4 and v1.1 and it seems way more spready
22 Jul 10, 11:32AM
Something is messing with your brain! And I can help!
Don't quote me on that, but I think the unscoped-accuracy has been lowered a little further at v1.1.
Though, from my experience with 1.1 it's still working fine for skilled snipers. Too fine, in my opinion. ;) An unscoped sniper should be as accurate as Lisa Simpson throwing a folded piece of paper, since it's _the_ long range weapon. The way it's used along close combat, also on other games, is far off of my understanding how snipers're supposed to act, to be honst.
22 Jul 10, 01:29PM
It's 60 since December 2007. So... not really.
See yourself: http://actiongame.svn.sourceforge.net/vi...xt%2Fplain (current HEAD) and http://actiongame.svn.sourceforge.net/vi...xt%2Fplain (december 2007)
22 Jul 10, 01:38PM
Yes, you're right. Actually, I thought so since grenadier was complaining how the sniper was now unplayable some time ago... I should have checked it beforehand myself.
Thanks tempest, for clearing this up! :)
22 Jul 10, 03:34PM
no it hasnt been "lowered" it's just that now the hitbox has been fixed, shots now pass above the shoulder
22 Jul 10, 03:46PM
22 Jul 10, 04:50PM
huuuum...very good.
22 Jul 10, 05:06PM
Anyone got any clue as to why my anti-virus detects a worm?
The hitbox changes should affect all weapons, yes.
This is a typical case of "I heard they changed the guns around - omg, all is diffrent!!?" When you are expecting changes, you might sometimes feel like something is more diffrent than it is. I had all the changes explained in that other thread before the forums went down. Let me try to recap all that has changed weapon-wise: Keep in mind: Depending on your opponents armour, wich is now more effective, the felt strenght of the guns can now vary. Make sure you get the armour before the others do :P AR: 20 bullets. Less recoil. Same spread and kickback as ever. Firerate is 10msecs faster. SMG:One point less damage. Therefore it has slightly less recoil, and the spread now behaves similar to AR. The first few bullets of a burst have less spread, thus are more accurate than before. If you shoot longer bursts than 4-5 shots, the spread goes up a tad higher than before. This means that it is now more important to first aim, than shoot. It behaves pretty much the same as before, but more finesse is needed, not only good tracking. Pistol: Decreased spread a lot, increased firerate. -1 point damage. It's much more accurate now. The Sniper+Pistol combo now needs two pistol shots, but your chance of hitting those two has increased a lot too. Akimbo has now a lot lot less recoil. After all it's supposed to be a fun powerup, not something that gives you trouble in handling it. The increased accuracy of the pistol helps a lot too. It's like an smg on crack now :) Shotgun: The spread has overall been decreased. The number of pellets has increased, and the damage of individual pellets has been lowered, to give the same overall damage per shot. The distribution of pellets is now much more even, and more pellets will be concentrated around the center of the aim. Before, even on close range, the distribution was so random, that you could aim dead on and get extremely varying results per shot. It ranged from 5 - 80 or so, even with your opponent only 6 feet away. That's why we decided to have more pellets, and those more evenly distributed. This makes it effective in mid-range situations as well. For all who feel the shotgun has weakend: That's quite impossible. For maximum results, make sure your aim is dead on, that's all. Sniper: No changes. One word about the carbine: It has the highest kickback of all guns, so it might open new tricking possibilites, along with the other new features in this field ;)
22 Jul 10, 06:11PM
22 Jul 10, 11:09PM
Alright im super dumb at this stuff. Where do i put this code thing lol. P.S. I'm on a mac.
23 Jul 10, 12:19AM
(22 Jul 10, 11:40AM)Mr.Floppy Wrote: Too fine, in my opinion. ;) An unscoped sniper should be as accurate as Lisa Simpson throwing a folded piece of paper, since it's _the_ long range weapon. The way it's used along close combat, also on other games, is far off of my understanding how snipers're supposed to act, to be honst.I see your point, but the sniper as a long-range-only weapon has very little use in AC (largely due to the maps). Though it would be interesting to see what happened if the close-combat ability was gimped even more but it got some other extras to make it more powerful, such as being able to soot through people ( = kill/damage multiple players if they're lined up nicely).
where is wastenland? best LSS map and good for HTF
and why is raddar still inapplicable? not every player know commands how to change him PS: thanks for new CTF maps! are great but on werk isn't armor?
23 Jul 10, 02:45PM
23 Jul 10, 02:48PM
well sniper has changed... only it's damage 85 -> 80, just 5 points lower, better balanced
but makke was reffering to those ppl who said spread is higher, ecc.
23 Jul 10, 03:22PM
Oops, forgot about that...
23 Jul 10, 09:22PM
(This post was last modified: 23 Jul 10, 09:28PM by I-know-truth.)
Something else has changed about sniper too when not aiming it's just different I went beck to the 1.0.4 and it seems as the sniper position has been moved I mean I tried to shot some bots that were idle from about 10 cubes difference in both 1.0.4 and 1.1 and something was just different. Can I ask you does helmet protects your head it is it there for ilustrative purposes?
BTW there were those mods made by Yam like the one with pistol and flashlight? That should totally be included
23 Jul 10, 09:37PM
Helmets are 25 armor. Kev vest is 50.
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