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Showing content with the highest reputation on 05/15/2021 in all areas

  1. 6 points
  2. I wish there was a script in this game to enable/disable fog settings This is the outside vibe I want, (name is the black dunes) but then my interiors flood with near fog (not a core map) Inside with no near fog vs near fog the last one is near fog on and it brightens all the interiors when they are supposed to be near pitch dark (none of the lighting is actually done yet) and if I disable near fog then the outside becomes more bleh to me (Below) meuahhhhhhhhh halo Infinite
    2 points
  3. Don't forget that the shield recharge delay is started at the last tick of damage, so it's 16 seconds total, not 10. This is literally just the shield drain but attached to someone, so there isn't much you can do about it: either endure its duration and avoid conflict, be smart with geometry and weapon choice to fight against your opponent while obscured from their line of sight, or book it for a health pack. You only have 3 distinct options due to how it is attached to the player, and forcing the player to use a health pack removes one of those options (the most cowardly option, I'll admit), lowering that down to 2 options: Kill and heal later, or heal now. This is a bit more of a forceful debuff of a player, so I don't know how annoying fighting against this grenade/weapon/equipment would be, but this is what I would go with for initial testing purposes: - 12 second tick duration (add 6 seconds for shield recharge delay, 18 seconds total) - thrown equipment with a similar velocity and arch to throwing knives in other FPS games, requiring direct impact - doesn't immediately remove shields, instead doing a flat 5 damage 10 times a seconds - if a piece of geometry is deliberately exposed metal, deal same damage to players on said surface when this is attached I feel that this design helps bring more utility to this tool in that it both functions as a way to zone and harshly limit the other player's options. This allows for in the moment and preemptive decisions to work for this weapon. This all assumes that the TTK of the game is still over a second (ugh), so take this with a grain of salt.
    2 points
  4. Bro if you played bo4 your opinion would be entirely different.
    2 points
  5. Boyo

    What Are You Working On?

    A concept I have been exploring is damaging health underneath the shield layer. One method of accomplishing this phenomenon is through Impalement. Once the target has been skewered, his shields can recharge but his underlying health will drain to nothing over the next 15 seconds. Since the target knows his death is inevitable, he is encouraging to fight, go out in a blaze of glory. Compared to an attack that forces the target to retreat to a health pack, I prefer the aggro version. We are trying promote conflict between players, right? Isn’t the entire point of recharging shields to prevent exactly the situation you are trying to create here, where players are forced to retreat because the situation is unwinnable without a health pack? What do you think the ideal killtime for the competitive utility weapon is?
    1 point
  6. JB_

    What Are You Working On?

    Vin Diesel dropping the knowledge, this is actually crazy more games need this
    1 point
  7. nice did you make this on ipad pro? /s nah jk those 4 buttons at the top make it look like an ipad app or something i mean unreal is no better if you dont know what they mean so.
    0 points
  8. JB_

    What Are You Working On?

    Oh actually yeah I just remember yeah there's going to be a giant branch coming out from there anyway
    0 points
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