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03-03-01
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- Scout shield combo has been reduced in effectiveness. Was contemplating
removing the shield from the scout altogether, but instead have
now made the shield less effective for stimarmor. Scouts shouldnt
notice much difference between normal damage and stimmed damage
while shielded now. This works for Shield and StealthShield Pack,
but the Shield Device remains unchanged.
- I havent changed the blaster, but I have changed the damage that
scouts and chems will take from it. Down from 1.3 to 1.0. This means
these armours will be able to take 4 shots instead of 3 before dying.
Lpbs had too much advantage in duels with this weapon, especially
scouts, they dont know how good they have it.
- Chems were taking half damage from bullets (vulcan and railgun).
Not anymore, they now take full damage.
- Godhammer Cannon damage increased slightly, 0.25 to 0.3 per round.
- Vulcan ammo increased for dread (400 to 600) and merc (300 to
400)
- Laser damage increased again to 0.75, but pdls now do 0.375 and
laser turrets do 0.5 damage. I did this by making the pdls and laser
turrets use less energy in their shots.
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15-02-01
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- Admins have more options. As well as the disable mission option
there are now options to disable turret kills, missile locks, spawning
with a deployable and base rape.
- Laser damage decreased from 0.75 to 0.6, I had overestimated
the power increase needed to compensate for lack of headshots.
- Sniper Rifle now does half damage against anything other than
players. Im trying to encourage snipers to have to carry other sniping
weapons like rail gun and laser rifle to take out turrets etc. As
it was the Sniper Rifle was an all purpose weapon, now it truly
is only really useful for killing.
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09-01-01
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- Boomstick has its damage decreased slightly (1.6 to 1.4), spread
increased a bit (0.029 to 0.04), range halved (200 to 100), and
inherited velocity upped a tad (0.3 to 0.5). This weapon in the
hands of a skilled user, or an lpb, is devestating while dueling.
I think of it as a sawn off, not a duck hunter (the thing had a
range of 200 metres).
- Shield pack has had its power reduced, finally. This thing gave
far too much protection, especially for stimmed scouts. I dont think
a light armour like scout should be running around with better shields
than a Jugger. Shield strength reduced from 0.022 to 0.016 (same
as shield device and Jugger shield).
- Juggers shields have been upped. From 0.016 to 0.022 (basically
Ive switched the power of the old shield pack with the power of
the Jugger shields). Dread also gets an increase in shields (from
0.006 to 0.008). Should help against the powerful standard plasma.
- Rocket Turrets can be deployed inside bases again. No more "space
too enclosed" messages.
- Railgun has had its reload time increased by a full second.
- Tranq gun projectile is much faster, same speed as the railgun
(from 625 to 2000).
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31-12-00
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- The shield device now only protects players and energised objects
with a shield value of 0.16, the same as a Jugger. It was on 0.24,
even greater than a normal shield, and grossly overpowered. I may
even reduce this some more in future, perhaps to stealthshield level
at 0.12.
- SuperAdmins now have the ability to disable votes to change missions.
- Changed the light settings on Volter in an attempt to lessen
the lag associated with it.
- Reduced the chances a player has of burning by plasma damage
from 30% to 20%.
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18-12-00
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- Admin Spy/Warn modes now correctly display what mode the observer
is in.
- Grav Gun has had range reduced from 100 to 75 m. This weapon
is very powerful (and annoying) on air maps and the extra range
added to the force applied to the target.
- Flamer now requires NO energy to fire. Scouts and Goliaths should
have a ball.
- Laser Rifle has been removed from the Scouts arsenal. The reasoning
behind this is as follows:
Laser Rifle firing time and damage depends on the energy of the
player firing it. Scout has more energy than chem or assassin (80
vs 60).
Scouts could fire the weapon mid air and still have 20 energy units
either way to maintain flight and still get a max damage laser shot
off.
Scouts can stim, which not only gives them max energy instantly,
enabling more max damage shots, it also gives the stimmed scout
110 units of max energy. The stimmed scout can effectively fire
twice as many times as other armours with laser rifle, and more
often for more damage. This is to stop the lpb scout snipers who
should be getting the damn flag, not hiding behind bases or dueling
with a laser rifle.
Going to be a lot of complaints about this one.
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01-12-00
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- I had been messing with the EMP effects to try and sort out the
EMP beacon. Doh! Id ended up reversing the changes I made to it
earlier and the player was becoming immune to EMP on mission changes
again.
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30-11-00
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- Lockjaw was crashing clients, even more noticably on this version
than EMOs. I revamped the rockets instead of vainly attempting to
fix it (already spent 8 hours trying). New rockets are more diverse,
compared to Stinger Normal they are :
- Flak Rocket, does shrapnel damage, wider damage area, less damage
- Stinger, this is the Stinger-Locking, reduced area of damage
- Wire Guided, same as before
- Trident, fires 3 rockets, like multi fire plasma but with some
deflection in aim, small damage per rocket, slower rate of fire,
reduced range
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29-11-00
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- Devices given overhaul, major code errors. EMP beacon no longer
affects objects other than players, does no damage, and goliath,
chemeleon and a stimmed scout will be immune to EMP beacon (got
EMOs code to work properly).
- EMP has been changed again, and will prob stay this way for good.
When hit with EMP, any further EMP hits will not alter the time
a player has the EMP effect. Changed the message for EMP as well.
- Scout stimming will negate EMP effects and repair damage as well.
- Health kits will negate EMP effects.
- The only weapon able to do more damage for headshots is the sniper
rifle. All other weapons, including rockets and lasers will not
do extra damage for headshots. To compensate for this, the laser
rifle and laser turret will do slightly more damage in general.
PDLs will remain the same.
- Lockjaw was incredibly unfair. The "cone" locking angle
has been dropped from 10 degrees to 5, and the range from 700 to
500. Messages should be received by the targetted player now warning
them. May have to fiddle some more with this, perhaps reduce the
damage done by Lockjaw rockets. Thanks to [cOF] Therapist for pointing
this out. The Lockjaw is a bit buggy as well, suffers from same
problem as EMP effects did when the mission changes. Will be harder
to fix though.
- Shockwave mine (Arbitor) was throwing players a bit too far,
and while amusing for a while detracts from gameplay. Toned down
from 500 to 300 for its kickback. This is a bit under what a shockwave
cannon would do.
- Ion Cannon has had its range increased to 200 m and is slightly
faster at firing.
- Goliath has had its damage resistances expanded upon again. It
takes half damage from pretty much everything except Sniper Rifle,
Lasers and EMP. Hopefully people will start using it again.
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24-11-00
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- Finally found the cause of the EMP bug. Wasnt my code after all
(Phew!) but EMOs. When a player is affected by EMP and the mission
changes, the $emptime variable is never reset to 0. So the player
is immune to emp effects until they relog, or if someone logs in
and gets another dropped players clientId, they too will have emp
immunity. Cure for this is simple, a player will be emp'd and the
time they are emp'd for will be set from the LAST instance of emp
damage. Emp times are reduced as well.
- Arbitors take some damage from emp now, but still no effects.
- Goliaths are a bit hardier to more weapons, gave them some more
resistances.
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| 23-11-00 |
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- EMP does a little bit less damage, and doesnt last as long. The
improved EMP made it a bit too powerful, hopefully this should balance
it a bit. Engineers now are affected for 5 seconds, all other armours
(besides arbitor) are hit for 9 seconds.
- Arbitor mines are now EMP mines. This makes them fairly powerful
as Arbitors are immune to EMP damage and effects.
- GH has been upped a tiny bit in power, had its range reduced,
and now does shrapnel damage instead of explosion damage.
- Added remote turrets and blast floors to the engineer healling
touch ability.
- Removed code that made emplacements and airbases fragile. They
are the same as before said changes but are still deletable by nuke
damage.
- Removed redundant booster mine code. Corrected minor errors,
such as the undefined defaultDebrisSmall explosion tag in turret.cs.
- With the plasma now being much stronger I have changed the Jugger
damage scale for plasma to 1.0 from 2.0. Juggers were losing 2/3
of their health from one hit of standard plasma while unshielded.
4 to 6 hits would kill a healthy Jugger outright, unfair to the
Juggers.
- Frag mortar bomblets reduced in strength again, from 0.2 to 0.15.
Dread is slightly resistant to plasma damage so the damage testing
on dread was a bit out of whack.
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| 19-11-00 |
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- In this version Ive redesigned the nuke. It now delivers emp
and poison effect, not damage, to everything within 55m of the blast,
regardless of intervening walls, floors etc. The damage done by
the nuke is a bit more, but has a reduced area of effect, being
mostly concentrated within 40 metres of the blast origin. The projectiles
that spawn above the nuke dont do much damage anymore, other than
some poison damage to account for radiation. I changed this because
I was annoyed at the projectiles spawning inside a base and destroying
everything while the nuke itself was 70 metres below. Nuke also
looks slightly different.
- Godhammer Cannon is now just that, a cannon. It no longer fires
rockets, instead shooting accurate, faster projectiles that explode
for a small radius of damage. Firing time has been slowed slightly
but heat build is also reduced. Now its actually possible to run
out of GH ammo without getting killed or blowing yourself up. May
need tweaking.
- Cloaked mine now does same damage as normal mine.
- Arbitor is now immune to all damage and effects from EMP.
- There is now no difference between the genders for a specific
armour. I found that nearly all the armours had different values
merely because of their sex, eg the stimmed male scout had a forward
jet thrust value of 26, while the stimmed female scout had 35 (a
normal scout has a value of 22).
- Magnum has been made accurate again, had its damage and firing
rate increased and range greatly reduced. May need tweaking.
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| 13-11-00 |
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- Fixed bug in frag mortar that would allow for the mortar shell
to fall through floors and pass through walls.
- Frag mortar has been altered to have a life span of 2 seconds
instead of 5. It will explode after 1.95 seconds sending out all
15 bomblets, 3 at a time in 0.01 intervals, effectively deploying
all bomblets at once. The bomblets will be sent in random directions,
at different velocities, and explode at 1, 1.25 and 1.5 seconds
after deployment. The bomblets themselves have had their damage
dropped from 0.5 to 0.2 to account for their increased accuracy
and more rapid deployment. This causes much less lag than the previous
frag mortar did.
- Have found a workaround for the scout stim issue by unmounting
the weapon whenever the stim is used and wears off. Basically the
stim causes the player to change armours instantly, allowing the
player to fire again instantly upon changing. By unMounting the
weapon, the player has to reselect the weapon they were using, adding
the reload and spinup times for some weapons before they can fire
again. No more double discing :)
Had to unmount the weapon BEFORE the armour change otherwise they
can still get one off.
- Fixed the bug whereby an armour could buy a laser rifle in an
inventory station without either an energy pack or flight pack.
- Fixed the bug whereby an armour could use a laser rifle without
either an energy pack or flight pack.
- Changed the replicator mine to prevent lag and possible crashes.
The mine now has 5 lives, each time it explodes it replicates itself
once in its original position. It has also been limited in number,
reduced from 50 to a more reasonable 5 per team.
Had to make the mine invulnerable to damage until it had deployed.
Otherwise the getteam would fail and increment the ItemCount for
team number -1.
- Fixed the Shock Floor to deploy the same as Blast Floor. Had
to use a bit of Trig as the getRotation functions wouldnt work properly
for me.
- Lowered the live time of the EMP Mortar to 2 seconds. Might change
it back though as this is more of an alteration based on gameplay
rather than perceived bugs.
- Tried to fix the Proximity Mine. Strange but most of the code
for it was missing or corrupt. Cannot for the life of me manage
to get the deployers client id from the argument passed to the mine.
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