Author Topic: SS Dogfight Reincarnated | Item Saving!  (Read 15738 times)

Fun.  I missed this server.

i personally am against using air zones cause it detracts from dogfighting, and the reality is that it'll be very disorienting for players capping as a plane to keep circling around. I believe that the CP's should be more open and easy for the aircraft to bomb/attack, so that getting in an airplane and shooting them down/finding an AA turret is encouraged rather than simply circling around above, difficult to impossible to shoot down.

^^^^ what Conan said

i personally am against using air zones cause it detracts from dogfighting, and the reality is that it'll be very disorienting for players capping as a plane to keep circling around. I believe that the CP's should be more open and easy for the aircraft to bomb/attack, so that getting in an airplane and shooting them down/finding an AA turret is encouraged rather than simply circling around above, difficult to impossible to shoot down.

They're pretty open already. I could remove the flags though. Can you think of any other way they could be made more accessible from the air?

I'm thinking about /possibly/ placing an AA gun on the little sniper tower across the bridge. I'll need to expand the tower a bit first.

Also you guys really need to fix your team balance swapping thing you use. I was playing on the server with 3 other guys and it was 2 vs 2, but suddenly the team balance thing decided it'd be more fair for Red Team to have 3 players and for me to be the only guy on Blue Team.

Yeah, some team balance there.

Also you guys really need to fix your team balance swapping thing you use. I was playing on the server with 3 other guys and it was 2 vs 2, but suddenly the team balance thing decided it'd be more fair for Red Team to have 3 players and for me to be the only guy on Blue Team.

Yeah, some team balance there.

That's just the Slayer team balance. Thanks, I'll write that down to fix.

I've never played on this server before but yeah, try not to make it too much about capping
a dogfight is a fight of planes, not a TDM

Great server although I would strongly recommend removing the RPG as many people
including myself dislike its constant over use.
(You shouldn't be able to snipe someone with an rpg from across the map)

You know what would be a good replacement... Perhaps a sniper rifle

maybe Kaje's Sniper idk ya know just a suggestion

a damn good suggestion

I'd love to help with this server. Any way I could contribute coding-wise?

You should PM Greek2me because I can't think of anything that needs coded that isn't being coded already. I know we are looking for capable builders though.



Also regarding the use of default weapons:

My initial fear of using the default weapons was that there is only a small variety of weapons available so combat would favor only a few weapons and the gameplay might get old quick. I'm continuously seeing that Tier+Tactical has the same issue. I would like to give the default weapons a chance now but I want some suggestions for balancing them. Here are the items I would like to see available:

  • Gun
  • Guns Akimbo - Pickup Only
  • Rocket Launcher - Pickup Only
  • Shotgun
  • Sniper Rifle
  • HE Grenade
  • Pill
  • Parachute
  • Minigun
  • Bomb

Anything else?

  • Gun
  • Guns Akimbo - Pickup Only
  • Rocket Launcher - Pickup Only
  • Shotgun
  • Sniper Rifle
  • HE Grenade
  • Pill
  • Parachute
  • Minigun
  • Bomb

Anything else?

I think limiting the minigun to vehicles is perhaps a good idea, or something similar otherwise its just annoying.

the thing about default weapons though is that they dont get old quick cause they arent bullethoses (except for the minigun) and being good at them is clearly due to skill not ability to aim at the enemy the best

Take the bomb script and plug it with the minigun so it only is usable in vehicles. I wouldnt be so sure about the HE grenade, but i guess it does come useful sometimes and isnt op

I'm up with the minigun limited to vehicle use only

The AA guns seem to cause "ghosting lag" when there are multiple in use at the same time. I think they are firing too many projectiles.

yeah if there are too many projectiles at once they will cause ghosting

you really have to have a ton of spam though for that to happen. I was trying to experiment with adding recoil to the aa turret and HMG to discourage extended firing but it appears to be impossible cause the bot absorbs the camera shake.

Maybe add particle effects to the firing to make it impossible to aim with sustained fire? and to buff the AA turret, projectile scale could be increased to account for the impact of muzzle smoke on aim