ONS-Hyperblast2, potentially an Airmars replacement

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pooty
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by pooty »

Heavy tank might be a bit much inside. It has large blast radius and lots of damage...it will easily kill any infantry. I'd use either a GolitathII or even a regular goliath. Both those will kill raptors at close range, but won't be so overpowered.

I know there was talk of the mino hitting the nodes in the boxes opposite the cores, but the more I think about it, I'd leave it... it gives a team a path to the core if they completely fubar the big ship... and you have to manage the mino up there, but its pretty easy to push off.
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captainsnarf
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by captainsnarf »

remove heavy goliath, short circuit
manage the mino up there, but its pretty easy to push off
depends who is driving. Mino shouldn't be able to hit the primaries.

Generally all the vehicles are too powerful, and there are too many. Success depends less on your skill and more on what vehicle you spawn near, and what your opponent has. If their vehicle hard counters yours you are screwed. I hate that, but is typical for omni maps. I liked V3 better due to the vehicle changes in V4.
FuriousRabbit
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by FuriousRabbit »

Would suggest removing the lamprey as too OP. You can wreak a lot of havoc in the ship laying waste to those on foot and flyers, all the while healing yourself (not to mention building nodes from the safety of your vehicle*). And scooping up the DD in there just makes it worse.

* although you STILL have to get out to touch the node :?
Rhamp
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by Rhamp »

V5 is on the google drive.

Expanded the core ship shields to protect against the mino. Did some vehicle tweaking. The vehicle placements on the cores and ship primaries are now properly mirrored so both teams can get to specific fliers equally fast. Heavy goliath replaced with goliath II, short circuit replaced with stingray, lampery replaced with another link flier. Also added an alternate link setup that should be interesting.
Rhamp
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by Rhamp »

After playing the map last night I realized that one of the primaries wasn't connected to the center node correctly. I uploaded a fixed V5 to google drive.
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pooty
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by pooty »

On the server!
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pooty
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by pooty »

Code: Select all

NetComeGo: Open myLevel 12/03/23 21:54:52 
Critical: Cast of NULL to VoiceChannel failed
Exit: Executing UObject::StaticShutdownAfterError
Critical: ULevel::NotifyReceivedText
Critical: UControlChannel::ReceivedBunch
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level HyperBlast2
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Exiting.
I removed it, something is up with that map.
Rhamp
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by Rhamp »

The weird thing is that the map loaded fine on the server earlier today and didn't have an issue in previous versions. I have no clue what would cause that stack trace.
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pooty
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by pooty »

Yeah maybe something in the Christmas stuff caused a weird conflict. I'll try to test it out later today.
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Enyo
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Re: ONS-Hyperblast2, potentially an Airmars replacement

Post by Enyo »

BTW Hyperblast did the same weird loading thing a few nights ago too, before Christmas stuff was loaded.
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