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Tribes 1 Legendz • Balance ideas revisited
Page 1 of 3

Balance ideas revisited

Posted: Fri Dec 12, 2014 12:47 pm
by S_hift
Warrior is a medium armor it should only hold 4 weapons max.

Example
Light armors = 3 weapons
Medium armors = 4 weapons
heavy armors = 5 weapons


LT
Annihilation Disc
Base Chaingun (its there in the weapons folder I know it.)
Base Grenade Launcher (its there as well).

Spawn
Annihilation Disc
Base Chaingun
Base Grenade Launcher

Annihilation
Add the Base grenade launcher to the inventory table

Vulcan
needs to be toned back down to stock variables. Or add the REAL vulcan from renegayaids.

some kind of way to replace weapons on the titan or any armor for that matter, without throwing off the weapon rotation

Mini Bomber
needs to be using grenade.dts instead of stupid fucking mortarshells for its projectiles

Particle beam
Change warp.bmp to discglow.bmp and blue_blink4.bmp to blasma bolt.bmp

Minigun
Look at the Minigun.cs file in your IDE press ctrl F to find SoundFireChaingun if it exists more than once. Delete the rest, there only needs to be ONE CHAINGUN FIRING SOUND. Seriously this gun is insanely LOUD

Phase disruptor
This gun really needs to be tweaked a bit. I'm finding that I don't even have to be anywhere near the thing to be killed by it. explosionRadius = 15;//20

Sniper rifle
I don't need to explain this one.
lightColor = { 1, 1, 1 }; //0.25, 0.25, 1 };

Assassin
Limit to 3 beacons or none. Why should any light armor have more than 3 beacons?

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 12:54 pm
by DaJ4ck3L
i like the 2nd 2 and the last 2.

i do have plans for chem in v6.0. to make it more visible when invis. i think so far im going to add jetpack trail when flying (kinda like when a player is burning), and the sniper light was already a thing i had planned to do.

the armor is great for infiltrating bases, but too op atm vs an opengl user in a 1v1 on the field.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 2:24 pm
by S_hift
hell the armor is op infiltration anyway, it requires little to no skill to be "sneaky"

the minigun is just loud as fuck why does there need to be 3 chaingun fire sounds? at least replace the two cg fire sounds with the machgun2 sound so it can add more mechanical whirring.

phase disrupter is super op. the explosion radius doesn't even replicate the actual trail and it requires no skill to use whatsoever.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 3:47 pm
by Ninetails
Increase "Touch to assassinate" rate please :P

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 4:16 pm
by Fixious
DaJ4ck3L wrote:the armor is great for infiltrating bases, but too op atm vs an opengl user in a 1v1 on the field.
Isn't there a way to force OpenGL? Fuck software mode. It's 2014, folks. I was using a computer that had a RIVA TNT2 GPU, which came out in 1999, back in 2009'sh and could handle OpenGL fine. If you can't handle OpenGL, don't let the door hit you on the way out.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 4:58 pm
by DaJ4ck3L
hmmmm, ask shift lol.

funny though, I had the same feeling earlier when I kept seeing people getting kicked from server for not having simple map packs like oc1 and 2. some of the maps in the server use terrains from these map packs. stuff comes stock with 1.4. even still I've had every map pack since like 05. maybe 04. it was the first time I tried to join an Lt server. went ahead and did my research and got all the map packs lol.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 5:01 pm
by Fixious
When you have something like chams and necros, it's a huge balance issue to allow both software and openGL. Embrace the 1.40+ master race. Leave the stragglers behind (and watch them cry).

That, or simply remove all cloaking abilities.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 5:23 pm
by S_hift
Ninetails wrote:Increase "Touch to assassinate" rate please :P
I like this idea quite a bit.

Maybe crouch can double as a stab button? Like if player is crouched then detect if enemy is in line of sight and check the distance then kill. Or maybe using the "laser rifle" button to change the modes on sniper rifle to bayonet attachment. It could use those railgun bullets or spears as the attachment.


@Fixious; In a server where half the people use hm I find this to be a trivial argument.
Assassin never had a cloak ability to begin with anyway. It needs to be taken back out. and the player needs to rely more on skill to infiltrate rather than lame abilities.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 7:06 pm
by DaRk
Some good ideas here.
S_hift wrote:renegayaids
You crack me up S_hift.

Re: Balance ideas revisited

Posted: Fri Dec 12, 2014 7:12 pm
by DaJ4ck3L
shift tell me one hmer in the server that just wrecks your shit everytime?