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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Sius on June 26, 2011, 11:19:05 pm
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I'd refresh old topic (http://fodev.net/forum/index.php?topic=2529.0) in suggestions but its locked now so I put it here since I think it deserves some attention.
Its a "small" feature allowing you to shoot and throw at targeted hex and as Mayck (http://fodev.net/forum/index.php?action=profile;u=1682) (author) fittingly named its called Hex Shooting.
Hex shooting preAlpha - The feature is a bit glitched and not finished yet (no AP drain etc.)
https://www.youtube.com/watch?v=n0opT4fft7Y
Hex Shooting 0.2b - Test of hex targeting (shooting on hex with no critter on it).
No sound during shot and BROF not taken into account... yet. (fixed already)
https://www.youtube.com/watch?v=YZc-yDYZIzc
So what do you think? Is it a good feature or not? Is it a new useful combat element or is it just useless bunch of additional code in the game?
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Very nice. It's imo a must have and a needed addition to the combat.
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That gun is badass! hex shooting would be nice for pretty much rockets and grenades only...
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It would be awesome.
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That gun is badass! hex shooting would be nice for pretty much rockets and grenades only...
Well its supposed to be for weapons that go "kabooom" and have splash damage. So far its only nades + rockets but devs are not against new weapons. They are against new weapons until old ones get balanced so we could have some more arsenal that would benefit from HS in future.
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great feature it could add a lot of tactic factor into PvP
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Needs hex burst shots for max mayhem!!!
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Needs hex burst shots for max mayhem!!!
Point blank minigun burst into the crowd of enemies... nice!
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Fucking A.
Nuff said.
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i likey
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I like this idea, just hope this game dosent turn into a top-down shooter XD
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I like this idea, just hope this game dosent turn into a top-down shooter XD
Would make the game very tatical :D
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I've been waiting for this feature to be done for a long time already. Will you contribute your work to the developers, once it is finished, Sius?
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I've been waiting for this feature to be done for a long time already. Will you contribute your work to the developers, once it is finished, Sius?
Mayck did that work. ;) Together with Johnny Nuclear both are excellent contributors to FOnline. Not only that Mayck does good stuff, the latter does very very good stuff aswell. You'll see soon. :)
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Mayck did that work. ;)
Oh, I've accidentally missed the line with the credits. Anyway, it would be great to see it in 2238.
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Yeah as said its Mayck's work. Hes just shy and did not want to brag about it all by himself :D.
Anyway imho it has few very nice upsides:
+ ability to shoot "behind" corner
+ new element in urban fights (nade/rocket through window for campers...)
+ other guns might profit from this too, mainly those with burst mode (no more aligning scorpions into one nice line, now we could hit most of them from any angle)
+ just think about the fun with flamethrowers at night in NCR and pictures we could "draw" with it :D
+ the game of rocketball would be way more tactical now ;)
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Sneakers actually get a downside, but who said they can't use these are damage weapons too? ;D
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I like this script. But i have to be badass. Kovar and Mayck are actualy working on their own Fallout online project called FOnline: Equilibrium. It has to be located in New Reno. At this moment, new maps around original Fallout 2 New Reno maps are done, also they wrote a lot of scripts. Current script should have been kind of advertisement, uniqe feature.. BUT, as you know, the work is hard. They have to write many scripts that are actualy done on other servers like 2238. And here is the point:
Because this is good idea, devs of 2238 can implement this idea on 2238 server. How?
Make their own scripts. Similar to FOCD, it would need a lot of time and the result could be quite disapointing, like 2238 aiming system. Also i remember that some dev from 2238 told us that this script cannot be implemented in 2238 (but maybe because old SDK..).
Or they will use Mayck's script. It will save time to rework other things. But in this case, i would like to see kind of partnership. Offer scripts to Mayck/Kovar in exchange of their own. It would faster both projects.
I cannot speak for Mayck and Kovar, but because i talk with Mayck almost every day on Mumble, i know how time consuming is to create all basic scripts that everybody consider as common on 2238 (TLA, Requiem,..).
So what next?
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Uhh, lets better wait for Mayck, hes got surely something to say
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this is a must add in 2238
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I totally agree with Lordus, if this script was released for 2238 purposes then it would be fair from 2238 developers to share some of their code to speed up developing process of Equilibrium.
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I really think every servers would be better if all were sharing their scripts/features/whatever. But it's not up to us.
Anyway, this is great, and I hope it gonna be implemanted (on all servers! ;p)
Congratulation to Mayck for the amazing work.
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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.
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All changes which will be implemented in next season need some tests.
The CBT will tell us when the wipe will be.
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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. But if something like this will be implemented some day, I look forward for seeing how that works.
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Maybe add W,S,A,D controls for movement and shoot while walk 8)
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Maybe add W,S,A,D controls for movement and shoot while walk 8)
Counter Strike? Are you serious...
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Maybe add W,S,A,D controls for movement and shoot while walk 8)
there are 6 directions: up right, up left, right, left, down right, down left
we need something like WESDXC(xD)
anyway back to topicI 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. But if something like this will be implemented some day, I look forward for seeing how that works.
if they will spam shoot a corner eventualy they will waste ammo without making dmg, therefore useless to do so
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if they will spam shoot a corner eventualy they will waste ammo without making dmg, therefore useless to do so
That wasn't even the point I was referring to. I was only referring to the possibilities of what technically could be done.
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Very good idea, though I guess that making the same for bursts is gonna be painful.. 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.
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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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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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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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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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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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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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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)