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Old 02-12-2004, 09:44 PM   #91
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Quote:
Originally posted by eobet
I really don't like the gun racks. Not only are their design ugly, and they... "get in the way" (hard to explain), but:

You can walk right through them (for gameplay reasons, I assume), and I haven't tried this, but you can probably shoot through them as well.

That would imply that you can hide behind one and still shoot a target on the other side, probably making it a quite effective cover.

I'd rather see them having a "slippery" surface, making you "flow" around them, if you collide with them. This, walking right through them just don't seem to fit.

Ideally, I'd like them gone permanently from the game. Weapons on floors are a classic, and if you insist on racks, try wall mounted ones.
ROFL....how many walls did you see in ONS lololol....and there is absolutely no problem with the racks and imagine if there were 5 weapons on the ground, it would look rediculous. you seriously need to think a little bit more before you post....
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Old 02-12-2004, 09:49 PM   #92
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I noticed that when in the tank and the hellbender when youre by yourself and you switch from the driver to the gunner you cant switch back to the driver without getting out of the vehicle. Im hoping that this problem gets fixed.

Otherwise gg epic,DE,and atari for the ownage that is ut2004.
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Old 02-12-2004, 10:15 PM   #93
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I am pretty sure this isn't supposed to happen. The manned turret guns seem to move off their pedestals. Once they *respawn* they return to their pedistals for a short period. This prevents me from climbing in them and using them.

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Old 02-12-2004, 10:59 PM   #94
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First off ONS Rocks. For the 1000th time, yep its hard to tell friend/foe. Map arrow thingy gets lost. I LIKE the new weapon lockers, completely 'unreal' in that they don't exist, sort of

I think getting vehicles stuck is as it should be, yep did the same thing on the high cliff/rocks with a tank.
Although I am only playing bots I had no trouble taking out vehicles while on foot, without the AVRIL, but it is greta fun too. Not sure, maybe I need to set the bots higher, cause they cant drive worth anything, at least getting out of the core areas.

Vehicle movement mostly great, dont think I've seen em all yet.
The hover thingy needs just a bit more lift, maybe, or am I doing something wrong, have trouble on any of the hilly/rocky terrain, keep banging into the ground, even when using 'jump'.

But those are mostly nits, total lovin it. Just wish I could play online
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Old 02-12-2004, 11:16 PM   #95
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Quote:
Originally posted by peteresch
I am pretty sure this isn't supposed to happen. The manned turret guns seem to move off their pedestals. Once they *respawn* they return to their pedistals for a short period. This prevents me from climbing in them and using them.

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OMFG THAT HAPPENS ON XMP TOO!! So is a engine bug maybe ?
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Old 02-12-2004, 11:49 PM   #96
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I think the team colors with players/vehicles is fine. Currently if the vehicle doesn't show you're team's color/a name over it when you point at it, it's enemy. I think that's a good system. Not having brighter skins or enemy indicators (think like in Tribes) is a good thing, as a player for example can actually hide in the terrain when he's preparing an assault, instead of being picked off from across the map. In short, if you add FOF indicators to the enemy team, or make the enemy more visible, it will just help snipers shoot people from beyond the fog.
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Old 02-13-2004, 12:17 AM   #97
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1) the raptor could use a slight improvement in it's response time. it seems a bit slow, but not too bad.

2) this is a big one. the tower in the middle of torlan should be placed directly in the middle. as it is now, u can shoot the reactor of one base, but not the other from the top of the tower. so it's a bit unfair for one team.

3) i remember hitting a tank one game right on it's top with a redeemer, and it took 0 damage. my ping was around 80ish.

4) all the weapons could use an ammo increase in onslaught. i'm constantly running out of ammo, and i don't spam either.

5) give the new weapons their own slots for binding, ie. avril, mines, nades, etc. i don't like to dbl click my weapon buttons. but still keep the option to dbl them up.

6) the raptor and manta's plasma shots could be a little more accurate and faster. the plasma bursts seem to be rather slow.

i'm very impressed with the demo, u all have saved my gaming. thank u much epic, and keep up the good work.
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Old 02-13-2004, 12:23 AM   #98
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love the ONS mode so far. But don't allow players to ride on the Manta's wings LOL!
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Old 02-13-2004, 12:37 AM   #99
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I LOVE IT! It's awesome!

I just noticed that sometimes vehicles kind of blow up in weird chunks and disappear in a arcade-ish way? Maybe I'm trippin. It is a demo. But other than that it's cool. I also noticed my frames dropped MAJOR but what can you expect with the meyhem?
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Old 02-13-2004, 12:37 AM   #100
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Redeemer/balance

i cant help but feel that the redeemer is out of place in Onslaught. It easily takes out a control point in one hit, removing the struggle from capturing/defending as well as being incredibly annoying for the people trying to rebuild the control point in question.
*Ahem*

basically it seems to not fit in with the rest of the onslaught gameplay, and can be abused too easily. This will only get worse with time, imo.

best to remove it from the map/gametype, or in some way prevent the easy abuse of it, for example an audible warning/alarm when one is fired or picked up.

A claxon would help alert players in time to have a good chance of shooting the damn thing down, as its all to easy to miss that chance because most of the time it seems to be used, everyone is busy fighting over the control node in question.

Otherwise, some of the best fps action ive had in a long time.
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Old 02-13-2004, 01:08 AM   #101
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Tracking team mates on the map

Hi,
It would be nice if we could tag one or more team mates on the scoreboard so that a coloured blip would appear on the map highlighting their position as well as the green one for yourself.
That would make it easier to find buddies.
Thanks.
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Old 02-13-2004, 02:32 AM   #102
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really should consider increasing the size of the models in maps this large they are specs even when you are up close and personal. Makes hitscans a tad harder.
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Old 02-13-2004, 02:42 AM   #103
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I'd love to give some feedback if I could play the damn gametype. I didn't read all the posts yet, so whether this has been brought up, I dunno. I tried at least 8 different servers, lost my connection every time. I have cable, and my PC should be plenty capable of running the game.

I also had some other issues like freezes and reboots, but I'll post that in a different area where it belongs. Still, this feels too much like 03. When will be get a sequel to the "real" UT?
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Old 02-13-2004, 03:02 AM   #104
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Quote:
Originally posted by LegionaireJoe
Maybe similar to what someone said earlier: a secondary fire mode that adds an energy shell, sort of like the shield gun. To do this, give the turret an energy battery meter (using the "charge" bar which is used for scorpion & shield gun charging) that is set to full at the beginning, firing the turret weapons very very slowly drains energy, and shielding would drain it much faster (taking damage while shielded would also reduce the energy battery, like how the shield gun works). It would recharge over time when not in use, naturally.
Err? you do know that you just exactly described the ball turret alt fire?
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Old 02-13-2004, 04:36 AM   #105
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Onslaught rocks! I only briefly touched the classic gametypes! Can't wait for more maps!
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Old 02-13-2004, 04:42 AM   #106
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The demo map for Onslaught has at least one balance issue.

When at the Blue base you can stand on the tower (where the lightning gun spawns) and snipe people on the central tower (where the redeemer spawns).

However, the Red base is too far away for this.

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Old 02-13-2004, 04:52 AM   #107
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However, the hill to the immediate right of the blue base (from the towers perspective) allows infantry, mantas and other vehicles to easily access their adjacent power node from above, making it harder for the red team to keep the node...

At the same time, the upper part of the blue hill puts that tank within firing range of the blue node almost instantly, while the counterpart tank on the red side must be driven around a corner... all in all, I'd say the red team has a slightly better chance of making a comeback.

Its just a minor thing, like in DOM-SunTemple in 2k3... one team spawns next to link, the other next to an RL... kinda unfair, not game-destroying though.

HELLBENDER ION TURRET:

Is useless. Please either boost the power or give it some splash damage... its incredibly hard to hit infantry or fast-moving vehicles, much harder than with the goliath... scoring a fully charged, direct hit on a raptor or manta and NOT getting a kill just seems wrong to me, especially with that monstrous Goliath firing faster and killing everything within a three block radius of where it actually hit.

There's also a bug that popped up on one server where the Hellbenders were getting "Stuck" whenever they stopped. It was like they were lodged in mud.. wheels were spinning, a little bit of rotation, a little bit of forward movement, but they weren't going anywhere until they finally broke free. Only saw it once, not sure what caused it...

GAME MAP:

It would be really nice if this displayed the location of teammates. Really, really nice..

GOLIATH TANK RESPAWN TIME:

Increase the respawn time for this baby, at least on this map... the placement of the Goliaths at Torlan can easily make the situation hopeless once a team is compressed down to their last node. The goliath can clear out the whole area, destroy the node and help hold it while the rest of the team slowly destroys your power core. This wouldn't be so bad, but once you've finally destroyed it and destroyed the node, you've got to rebuild your node before you can attack the node with the tank, and given the amount of fire that's slowing you down as the other team focuses, the goliath will easily have time to respawn and destroy/clear the node again.

I've seen a team come back from the 1-node situation... once. It was a miracle of teamwork (3 or 4 links to build the core), and the other team faltered abit to allow it at all... I think some disconnects were involved.
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Old 02-13-2004, 05:07 AM   #108
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demo feedback

amazing game! cant stop playing the demo !
I have more fun with this demo than with a few games i bought ( halo combat evolved ... for example)

the only little complain i have is about the way you drive the car, I think the use of the mouse for the direction would be easier and more fun than the arrows, but no big deal

this game rock !!! ut2003 was the game I played the most the last 2 years, even when I bought news release like halo or jedi academy. what amaze me the most is the fact that I have an old PIII 1.0ghtz with a 32 mg video cards and utgame always play well. I had a lot of problem with halo that I DONT HAVE WITH UT2003 !!

THANX FOR THE DEMO, AMAZING WORK!!!!!!

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Old 02-13-2004, 05:15 AM   #109
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Just as a notice I was to lazy to read through the thread so sorry if any of the ideas has allready been brought up.

I think it would be really good if you could make some kind of tutorial, doesnt have to be fancy only like a test map where you can test al the vehicles and get the feel for them, maybe some kind of object you can practice shooting at so you know how to shoot to hit when you are in the vehicle.

Another idea I had was that you should be able to in some way get in to the turret of your Hellbender. For example if I had to drive of without any passengers it would be really cool if I could park somewhere and man the turret. It makes you more vulnerable but you can also do some damage which you cant when in drivers seat(other than running people over)

One thing that annoyed me was teammates stealing your ride. It happended to me very often when I got out of the vehicle standning next to it to fire of a Avril and some teammate comes along and steals it, a ability to lock it for teammates would be nice(Of course if you change ride or die that lock should of course expire)

The last idea is regarding the Avril. I see no problemin the power of the Avril and I am fully aware that getting behind cover as fast as possible would save you and your vehicle, but I think it could really aid players if they could see an indicator on from which direction that missile is coming. Something similiar to the red damage indicator.

Anyone else have any thoughts on this?

I hope you dont get me wrong on this one. This is just personal wishes I have, but I still love Onslaught and think its a great gametype
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Old 02-13-2004, 05:36 AM   #110
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please include an option to make the minimap rotate instead of the green arrow, I always get confused which way I have to run

if I drive the hellbender the bots never seem to get in with me and man the other two guns, even if I'm driving right beside them
that is on the skilled level, I didn't try anything higher though

if you're targeted by the AVRIL you should get an indicator from which direction exacly the missile is coming from and how long it'll take to hit you (maybe an increasing beep sound?)

in one (bot-)match my core got attacked by two guys at once, one in a raptor and one foot soldier, but I didn't see the foot soldier because he was sitting right beside the core and I was busy shooting down the raptor
it would be nice to have a visual or audio indicator that enemy soldiers are inside your own base (within the walls) so you know you have to look for them

the manta should fly a little higher, I seem to bump a lot into the ground
this may be just a training issue, I'll play a little more


otherwise the demo is great!

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Old 02-13-2004, 06:15 AM   #111
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To me, the "you are here" indicator's only problem is that it's such a perfect triangle. By glancing at it you can't tell which way it's pointing and you have to really inspect it to see which way is forward. It would be nice if it had a much more apparent direction.

I often find myself wanting a teammate in my hellbender or goliath, but I have no way of telling them other than typing it in team chat (which many often dont read in the heat of battle), or honking the hellbender horn.
It would be really nice to be able to que a text indicator over your head going "Fuzzlebunny needs a turreteer!" or likewise.

And something needs to be done about communication and team orientation concerning power nodes. It would be awesome if you could make a "ping" on the map (ala warcraft 3) to simply draw attention to a certain location.
Too often I find myself attacking a vital node all by myself, while the reast of my 15 teammates are at home defending our power core (which would be safe if I could only destroy said node).

More specifically for the Torlan map, there should be more vehicles in the starting base. Not often are all 3 vehicles available, which forces you to get on foot if you have no other nodes. Having to go on foot when you are already losing is not a fun thing.

Edit:
About team colors and visibility, I really hate using other games as examples but Tribes2 really had an awesome system for this.
All teammates always (even behind hills or on the other side of the map) had a triangle over their head.
In ut2k4, teammates who are a certain distance away do not, so I can be sniping a goliath miles away with no way of telling if it's on my team or not.
Otherwise I don't have any problems with telling friends from foe.
Triangle=Don't shoot.
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Old 02-13-2004, 06:39 AM   #112
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Ok so I was just in a game where it went to over time. The nodes kept going back and forth from red to blue when all of a sudden the game ended and it gave the other team the win. My entire team was like WTF. OT has a certain amount of time before it assigns a winner? That is STUPID. The game kept going back and forth and the other team just happened to have more nodes won then us and it gives them the game. That is the most BS i have ever seen. Please make OT go until a core is destroyed!
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Old 02-13-2004, 06:43 AM   #113
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Problem: I do have one gripe about Torlan, the jump pad in the middle of the map - I've accidentally been thrown up in the air countless times and I'm sick of it.

Solution: I would hope Epic would put a portal in the nearby wall (inside an alcove maybe), leading to the vehicle station above.
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Old 02-13-2004, 06:43 AM   #114
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Quote:
Originally posted by teccy1
It would be nice if we could press Use next to a flipped-over vehicle, and have a few-second delay while it shows the vehicle being flipped back upright.
Actually, that's exactly the way it works. I.e. by pressing Use. I flipped back vehicles a lot and had no problems whatsoever.
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Old 02-13-2004, 08:06 AM   #115
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IMHO, the things in ONS are weak. It could be better but right now CTF > ONS.
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Old 02-13-2004, 08:27 AM   #116
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Old 02-13-2004, 08:53 AM   #117
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Quote:
Another idea I had was that you should be able to in some way get in to the turret of your Hellbender. For example if I had to drive of without any passengers it would be really cool if I could park somewhere and man the turret. It makes you more vulnerable but you can also do some damage which you cant when in drivers seat(other than running people over)
You can. When in the veichle just cycle between 1 and 3 to change postitions.
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Old 02-13-2004, 09:19 AM   #118
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Quote:
Originally posted by [Roz]
You can. When in the veichle just cycle between 1 and 3 to change postitions.

Cheers m8 I saw someone write that in the General forum. Great now I dont have to think about that anylonger
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Old 02-13-2004, 09:30 AM   #119
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Love teh demo!

me looks forward to gettin me hands on the DVD-edition of the full game!

Top notch guys!
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Old 02-13-2004, 10:23 AM   #120
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Quote:
Originally posted by DKoneII
Ok so I was just in a game where it went to over time. The nodes kept going back and forth from red to blue when all of a sudden the game ended and it gave the other team the win. My entire team was like WTF. OT has a certain amount of time before it assigns a winner? That is STUPID. The game kept going back and forth and the other team just happened to have more nodes won then us and it gives them the game. That is the most BS i have ever seen. Please make OT go until a core is destroyed!
It is set up like that, what happens in ot your cores have x time to survive, if you both start at 100 then whoever has the nodes wins, if you can hit their core justa couple times you will win.
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