Mass Destruction...

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Rhamp
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Re: Mass Destruction...

Post by Rhamp »

pooty wrote: Sat Apr 20, 2024 7:46 am And I want to revist the node layout, I think getting rid of the simple 1/2 core would help.
If you look at what I did on my edit, I made the center nodes connect to one of the side primaries. Having 3 primaries was a bit much. Also all the spammy vehicles were removed in that edit. I'd be open to test it with and without boards sometime. Just the thought of someone riding around on a board, OMFGing a tank, getting back on the board, and repeating until every ground vehicle is dumpstered doesn't seem very balanced. Maybe that means removing the OMFG, since riding a board to drop a nuke is a one time use, making it a lot more balanced.
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Enyo
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Re: Mass Destruction...

Post by Enyo »

How about just changing the trick boards to regular hover boards. The trick boards can basically fly, and it’s not only hard to hit them but almost impossible to even see them.
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pooty
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Re: Mass Destruction...

Post by pooty »

Maybe that means removing the OMFG, since riding a board to drop a nuke is a one time use, making it a lot more balanced.
OMFG does have limited ammo. You'd have to fly back to get another when you run out...
How about just changing the trick boards to regular hover boards. The trick boards can basically fly, and it’s not only hard to hit them but almost impossible to even see them.
I think the Trickboards are just too fast.
GroundSpeed=3000.000000

Raptor, Falcon, Wasp are all 2000. Board are also way more manuverable. Trickboards do have the grapple -- buy why bother when you're 50% faster?
I think slow them to 2000 or maybe 2200. Most things that fly that are over 2500 are really hard to hit starbolt, wyvern, but they have way more surface area to hit.
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pooty
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Re: Mass Destruction...

Post by pooty »

I played it a bit offline.

I loaded it on the server as a TEST map. Its pretty cool with the terrain changes. Its worth a few playtests to refine.
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Rhamp
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Re: Mass Destruction...

Post by Rhamp »

Just played the test version. I didn't realize there wasn't any lightning guns in the weapon lockers, so the sniper mech was way stronger than it should have been. Definitely going to make sure every weapon locker has a lg in the next version. Despite that, I enjoyed it way more than the original. The link setup made it so cores weren't constantly under threat of getting attacked and the hills made positioning vehicles a whole lot more fun compared to driving into a flat kill zone. Also not having a shitton of AoE spam made it play a whole lot better.
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Re: Mass Destruction...

Post by captainsnarf »

Add boards pls
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Rhamp
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Re: Mass Destruction...

Post by Rhamp »

I'm thinking the basic boards, not the ones originally on this map, would be fine. The grapple + super sonic speed on those boards is way too strong.
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Enyo
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Re: Mass Destruction...

Post by Enyo »

I think it might be fine with the LG added back in and the regular hoverboards too. I do like the terrain better than flat ground, but not sure about the node layout yet. Not a fan of having 4 nodes to core through the middle and only 3 on the outsides. Plus those cutoffs are lopsided, maybe connect the left primaries to a middle node too?
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Re: Mass Destruction...

Post by captainsnarf »

I think the node layout is fine. The side routes matter now. It's more balanced and not about levi spamming the middle all game.

Ultimately I hate the concept - big spam vehicles everywhere. 4 minos spawn at core. Vehicle death match. I had infinitely more fun on chain isle.
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Rhamp
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Re: Mass Destruction...

Post by Rhamp »

V2-TEST on the google drive
https://drive.google.com/file/d/17oY34J ... sp=sharing

Changes:
-Added the boards back, though they are the regular boards from Minus, not the super sonic bullshit ones.
-Added some noderunners since that vehicle is still quite useful to get places and do harassment.
-Added 2 link scorpions by the EONS scorpions. More link vehicles allows more teamplay in keeping the minos alive.
-Added lightning guns to all weapon lockers. I didn't realize that this map didn't have them originally, but they are there now.
-Increased the respawn time of the lightning mech from 30s to 60s.
-Moved the kamikaze pickup from the middle to the backside of the core base. This allows players to do what they normally would on Minus with grabbing the pickup and a board.
-Added a Keg O' Whoopass to the center where the kamikaze pickup used to be.
-Adjusted the link setup to connect the side nodes to a center node.
Enyo wrote: Mon Apr 22, 2024 1:09 am but not sure about the node layout yet. Not a fan of having 4 nodes to core through the middle and only 3 on the outsides. Plus those cutoffs are lopsided, maybe connect the left primaries to a middle node too?
The layout is supposed to be lopsided in terms of the close primary connects to both its side node and a center while the far primary connects to just its side node. If the far primary connected to multiple nodes, it would be a pain in the ass to try and retake and deal with the connected nodes due to its distance from the core.

Having the middle path be the longest did feel a bit odd, so I conencted each of the middle nodes to one of the side nodes. This makes it so holding the middle gives more utility in pressuring the sides in addition to it being a path to the core. This change combined with the boards being added should make for some interesting coordination to secure nodes.
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