Re: Weapon Modifications

I have a couple ideas for gameplay, but there's quite a bit needed to be done regarding lore. wink tongue

Artificial intelligence is no match for natural stupidity.

Re: Weapon Modifications

TY2D2 wrote:
S-Guy wrote:

Well...if i can think of anything that needs to be fixed it's the AT-ST's walking. It walks great, yes, but sometimes you get a bugged walk where it will be stuck in a stopped or turning animation when walking.

2142 issue.

Yea, the stealth, ice skating walker has been a problem since vanilla. There's also a carry-over vanilla issue where the walker will sort of amble about in place, even when you want to come to a full stop. The only fix I know of is to quickly hop out and back into the walker for it to come to rest.

" Hand me my lightsaber.  It's the one that says ‘Bad Mother F*cker' on it."

Re: Weapon Modifications

i dont mind that too much. also sometimes you can just kind of roll forwards like you haves wheels on the walkers. But nayway a worse bug is where you can climb on top of things in the walker

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Re: Weapon Modifications

Yeah, i mean can a walker climb up a ledge thats up to its knees?
Crushed one of my teammates as it climbed over... *sobs

Re: Weapon Modifications

- the mortar gun is all but useless. It's definitely one of those weapons that a dev could slip and make over-powered, but experience has taught me, and this time is no different, that when devs fear they may create a god-gun, the weapon is instead introduced into the game in an utterly nerfed and unusable state.

The main problem of the mortar is the lack of some sort of spotting system. Other than having a teammate tell you where your shots are impacting, or training offline, preferably in conjunction with BattleRecorder, you have no way to know where your bolts are landing. There's also the problem that the mortar can be used as a close combat weapon (c'mon, it's a mortar, for crying out loud!), which is possibly the reason why it's not stronger than it is.

My suggested 'fix' is that the mortar requires some sort of 'deployment' before it can be fired, and that it's made stronger. This 'deployment system' needs not be anything more complicated than the thing requiring a long time for its 'crosshair to center', so that you need to sit still with it for a while before it can be fired and have a chance of hitting anything smaller than a barn door.

- the sights on the rebel AT weapon are atrocious.

This has been brought up before and will hopefully be fixed.

Yeah, i mean can a walker climb up a ledge thats up to its knees?

AT-STs are quite good climbers, it appears. Just bring them up to a house and hold W, and they're on top of it with no effort at all. Ironically enough, they lose this ability when faced with steep hills, which cause them to take damage. don't know if it can be fixed, as I'm not a coder.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Weapon Modifications

Well, i think the reason they can climb on top of houses so easily is by the fact that there are usually barrels/crates/sunroofs/pipes next to houses that they can use to climb halfway up, and then climb up to the roof.

Curses, foiled again!

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Re: Weapon Modifications

S-Guy wrote:

Well, i think the reason they can climb on top of houses so easily is by the fact that there are usually barrels/crates/sunroofs/pipes next to houses that they can use to climb halfway up, and then climb up to the roof.

Lol how can it support a walkers weight...