Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 232889 times)

i'm not sure why there isn't already an unsuppressed m9
i'll do that later

I've noticed that there are 2 weapons that don't execute, why?
ghost weapons, g2 contender might still exist though.

mk14 def don't i think

suppression system sounds interesting but op. its not like people use regen-health players in BL that often.

the only thing I can see it being useful is if its really easy to use and forces you to stay still. The only thing I would adjust is that the player being suppressed has a shaking screen, but nothing else.

the real question is how do you not make it op in the way that you can't suppress a guy halfway across the map, or if they leave your view and crawl somewhere else to leave suppression. how do you detect that?

It was a whiteout screen effect probably to make aiming more annoying, but that's it.
For starters the suppression takes a while to activate, and cools down pretty fast. You need to sustain fire on an area very close to the players in question you are trying to suppress; And if they leave that area where you are hitting, they won't be suppressed anymore.

The system uses search containers, AKA they take where the player's bullets are impacting, scan the area around that, and add the effect to any players unlucky enough to be in or very near the bullet spam.

TL;DR? - Trust that I know how to not make things stupidly OP unless I plan on it.

The system uses search containers, AKA they take where the player's bullets are impacting, scan the area around that, and add the effect to any players unlucky enough to be in or very near the bullet spam.
but what happens if you're aiming above their cover? or they're taking cover below the edge of a cliff?

but what happens if you're aiming above their cover? or they're taking cover below the edge of a cliff?
They still get suppressed, the point is that you don't have to hit someone to suppress them; thus low accuracy weapons with high fire rates have a purpose.

They still get suppressed, the point is that you don't have to hit someone to suppress them; thus low accuracy weapons with high fire rates have a purpose.
my point is that the search container method would be negated because the actual raycast/projectile would hit far away from the player being suppressed.

my point is that the search container method would be negated because the actual raycast/projectile would hit far away from the player being suppressed.
Hmm, well I've seen a function detect things in a similar manner before, so I doubt It'll be too hard to solve that.

Couldn't you just stick like a second, bigger "hitbox" around each player that would cause suppression when a projectile went through it/was marked by a raycast.

Couldn't you just stick like a second, bigger "hitbox" around each player that would cause suppression when a projectile went through it/was marked by a raycast.

I wouldn't know, I have very limited knowledge of the torque engine and its many random and sometimes asinine features.

Although I like that idea quite a bit; if I knew how to put that into practice I would.

zones maybe? it should presumably be easy enough, though with H&K on raycast mode that'd mean that only the tracer would activate it, which could create an awkward feeling delay

make suppression bullet-only lol

make suppression bullet-only lol
huh?
what else would suppress, staring at someone angrily?

huh?
what else would suppress, staring at someone angrily?
no i was thinking that the bullet could carry a check zone, or the player could have a zone around it that could check for bullets (if that is any different from doomonkey's suggestion)

Recoil vote goes on until Friday, when I get to work on what the peoples want.

Anyways, I guess now is the time to think-tank up how suppression would be best implemented too.

OH and, I almost forgot, one more thing. The next update will allow server hosts to swap between using classic projectiles and raycasts. Good stuff.

pretty sure you said that already dude