Author Topic: BlockRace  (Read 10998 times)

How about some kind of of distraction class? it could have a couple smoke grenades and a stun gun, used for making cover and stuff. It might be a bit fast, and have some lower HP.

Stun gun: has a decent chance to paralyze the enemy, low damage.

Smoke grenades: make a lot of smoke, shakes your screen and makes it generally hard to see.

Might be a bit too specific, though...

The thing is, runners make great distractions ( Osht hes going for the flag, after him! ) and soon troopers will too with their grenades.

Rocketeers are good for shaking people up and generally sending them off course if you can get a shot in.

Yeah, as I said in server, the rocket's shake makes it much more powerful than the damage it causes. They prove very useful that way. I also suggest a trooper should not shoot at a runner unless in a narrow passageway, you have a high chance of missing and there goes a lot of your ammo. Never take long shots as a trooper, and dont make too long of a shot with runner. Don't launch wrench enemy flag carriers, it helps them. QQing hurts you more than it does help. Don't fire blindly expecting to be able to keep shooting. Let the marksman rifle cool off before shooting rapidly. Rocketeer and builders make a good combo, just try to keep them troopers away.

Yeh, last night was awesome-- we got to test a lot of the classes out in a prime environment(full serber).

Some of our builder-rocketeer combos were awesome, and we got to see how all the classes work in a full game.


Anyways, I'm fairly certain the sharpshooter class is balanced now.

(note: server going up in a little bit)

Yeh, last night was awesome-- we got to test a lot of the classes out in a prime environment(full serber).

Some of our builder-rocketeer combos were awesome, and we got to see how all the classes work in a full game.


Anyways, I'm fairly certain the sharpshooter class is balanced now.

(note: server going up in a little bit)

Would join, banned however.
1748 if your willing to unban.

Hmm, I didn't like the new build. It was big and had to many walls. The other team had a huge advantage with the tall building being right next to them.

Server is still up, chrono, and we're back on the old map.

Anyone mind getting some pictures for those unable to enter/didn't join the server?

Uploading some images. Will post em on first post when done.

can you unban me i didn't even do anything

Looks great Rky, keep up the good work.

Update:

It's been a bit since the last updates, progress is, for the most part, resuming.

Currently I'm waiting on a V9 TDM mod to resume testing, but in the meantime I'm getting some scriptang done.


The trooper finally has his disruption grenade. It is a one use grenade that explode similar to the rocket launcher, but with a larger explosion, less damage, more disruption.

Enemy troops will be too confused by the blast to fight back against you.



To make players stray away from grenade spam, you only have 1 per life, so use it well. This number might increase depending on a few things, or I might make it so that after 50-60 seconds you get another. The idea here is not to change the troopers purpose but to make him more effective as a interceptor and solidify his position as your basic infantry unit.

Think of the teams as a squadron. An average team would look like this:
Infantry
 -2 troopers 1 runner(better defense)
 -2 runners 1 trooper(better offense)
 -3 troopers(all defense)
 -3 runners(all offense, a "runner rush", if you would)

Support
 -1 rocketeer, 1 sharpshooter(anti-trooper and anti-rocketeer)
 -1 rocketeer 1 builder(anti- trooper and medic pair(Rocketeer + builder = awesome))
 -1 sharpshooter 1 builder(anti-rocketeer and medic(who will likely pair up with a trooper))
 -2 builders(great healing power but lack of firepower)
 -2 rocketeers(great firepower but countered by sharpshooters)
 -2 sharpshooters(not easily countered but not as effective as a rocketeer, good with teams who have majority of runners in infantry)


Each class has a purpose
(note that this is based on current CTF gamemode, they will have different purposes in the next gamemode to come)

Runner-
 captures flag
 is something of an all rounder-- doesn't particularly "beat" one class, but does well against all of them.

Trooper-
 runner interceptor & flag protector
 Troopers are very effective at close range but lack long range attacks. They are the best anti- runner defense.("beats" runners)

Rocketeer-
 heavy defense and offense
 Rocketeers play two roles-- on defense, they can crush invading parties, on offense, they provide disruption necessary for a runner to grab the flag, and provide decent anti-trooper defense.("beats" troopers, but only at long range)

Sharpshooter-
 light defense, long-range offense
 Sharpshooters are unique in that they can dish out good damage from an especially long range, which makes them useful against the slow rocketeers.

Builder-
 medic, builder(not yet implemented, the plan is that the builder will be able to place a few bricks for barricades and staircases)
 Builders cant deal much damage, but they can keep their allies healthy. A builder-rocketeer combo can deal more damage and last longer than a solo rocketeer. Later they will have extra purpose by building barricades and other constructions to aid their teammates.

Well, enough typing, moar scripting.

About the grenade thing, I think you should only get one per minute, regardless of whether you die or not. Prevents people from bombing and suiciding.

Bombing and suiciding serves no purpose-- it will fail to actually kill anyone, so if you Self Delete instead of running into kill them, it does nothing.

If you run into kill them, by the time you're done, you're either dead, or its been about a minute.I just want to discourage standing in one spot and repeatedly throwing grenades out.

Updates(also double toast)

-Grenade values tinkered with.(less disruption, higher impulse radius, etc)
-Grenade now is no longer 1 per life. Recharges in about 40-50 seconds.
-Builders can now actually build. They can only make certain bricks & have a max volume of those they can build. Built bricks can be destroyed, larger bricks take longer to destroy.
-Repair wrench now repairs bricks as well as players
-Repair wrench is now reddish to distinguish it from the launch wrench.
-Fixed issue where Rscatter(trooper's gun) crits wouldn't show up.
-Builders now have the Pushhammer (runner melee weapon)
-New gamemode planned(no scripting done for it yet), Capture Point.
-New map created for said gamemode

Most of the work in this update has been on the builder and the trooper's grenade. As I was working I built a new map which turned out quite well, by the way.

The map is attack vs defense with capture points.

Basically the old siege gamemode from TDM.


Blue, the defense, starts on the top of the mountain, and Red, the offense, starts at the edge of some fortifications at the bottom of the mountain.

There are three capture points.
The first is just a little ways outside of Red spawn, sandwiched between a fortification building and a mountain ridge.

The second is right after the mountain ridge and past another set of fortifications.

The third is on top of the mountain in front of the final fortications.

Builders will play a very important role on blue team-- making barricades & other constructions to aid their teammates and slow the enemy assault.

Overview of the map.



Hopefully I can script up Capture Point mode and come up with a name for the new map soon.