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Poll

So what do you think about HS?

Nice!
- 45 (81.8%)
Kinda like it
- 4 (7.3%)
Don't care
- 2 (3.6%)
Useless... (I'm small gunner/sniper)
- 4 (7.3%)

Total Members Voted: 55


Pages: 1 2 [3]

Author Topic: Hex Shooting  (Read 3903 times)

Haraldx

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Re: Hex Shooting
« Reply #30 on: June 27, 2011, 09:50:54 pm »

I would love to see something like this added, it would make the game much more interesting and tactical, which I very much like. Only thing I'm afraid though is explosives-spam around some corner, to actually lock that place down, and prevent anyone from walking past that spot.
It's called supressive fire which is a tactical move.
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Re: Hex Shooting
« Reply #31 on: June 28, 2011, 01:44:01 am »

Reminds me of Fallout tactics was and still is a great great feature i hope to see it in the future on 2238
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Mayck

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Re: Hex Shooting
« Reply #32 on: June 28, 2011, 08:04:34 pm »

Well, thanks everyone for the support. Though I'm not sure how it would be with sharing this feature I've been instructed not to give the scripts away just like that.

If and when this gets implemented, it requires some serious testing or it may end up ruining pvp as we know it due to aoe spam.
I wouldn't worry about the actuall aoe spam itself - AP regeneration and limited ammo prevents it. But it drastically increases effectivenes of aoe weapons when fighting groups of enemies -they would have to keep double distances between themselves than now to prevent the rocketeer hiting more than one with single rocket. So it might end up with nerfing the rocket launcher damage or explosion radius.

Maybe add W,S,A,D controls for movement and shoot while walk  8)
Possible to implement  ;D

Very good idea, though I guess that making the same for bursts is gonna be painful..
It would be painful especially because the "burst" code is much longer than the "rocket" one, though it may actually take less time to implement it because it would be quite similiar to the rocket implementation.

not to mention all bugs that it can cause :P I'd rather like to see it built in FOnline engine so we could easily handle it, but I guess that it's not anywhere close on cvet's todo list.

I'd gladly help in scripting/testing/debugging that thing if Mayck needs some help, as I know it's time consuming for one person to implement such stuff.
I appreciate your support. But I don't think i will get on the burst part anytime soon, I'm currently busy with scripting other stuff.
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Reiniat

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Re: Hex Shooting
« Reply #33 on: June 28, 2011, 08:39:32 pm »

did you ever note that if you shot a guy in a wall the explosion affects the area in the other side?
you have to solve this bug, otherways we will have boomers killing people trough walls, after that its a very nice suggestion.
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Mayck

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Re: Hex Shooting
« Reply #34 on: June 28, 2011, 09:06:41 pm »

did you ever note that if you shot a guy in a wall the explosion affects the area in the other side?
you have to solve this bug, otherways we will have boomers killing people trough walls, after that its a very nice suggestion.
Yep noticed that. But that is easily fixed.
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Andr3aZ

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Re: Hex Shooting
« Reply #35 on: June 29, 2011, 03:28:16 pm »

The problem with supressive fire on hex shooting is that a burst is not a constant shooting of bullets, there are no travelling bullets or any other projectiles in FOnline. If you miss, hit or hit someone else or hit multible targets is calculated the moment you shoot with all bullets at one time, without any projectile-entity flying around. So if you target a spot with a burst all your bullets will hit their spots in an instant, preventing supressive fire.

There goes supressive fire on doors, windows or other entrances with burst weapons :(

But anyway im exited to see where this is goin, there might be a fix to the thing i pointed out.

(I say this how i understand the FOnline engine from my amateur viewpoint, if I'm wrong please correct me)
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Johnnybravo

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Re: Hex Shooting
« Reply #36 on: June 29, 2011, 04:09:43 pm »

In tactics you could dodge rockets and grenades, but not laser/plasma projectiles.
Gauss weapons had visible trails, but that's not much important. (though it could've been interesting way to nerf them and allow there to be more of them)
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