DXAG

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Postby Fatman » Mon Sep 25, 06 8:57 pm

-ren wrote:i _have_ played the new version, which is, the version of AG in nobody's server 1-2 days ago, so all my suggestions are based on that (lams, poison etc).

I will be more than happy to post some more ideas on classes or what not, soon =). Long posts, need some thinking too =)

edit: perhaps its not the damage that is a problem, but the explosion range, still. Because if 3 people throw their 6 lams at you its a mayhem, and totally un called for as it leaves no room for tactics?


here is only one opinion, hope you are the stealth guy, and jump as high as you can and hope its enough.
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Postby synthetic » Mon Sep 25, 06 9:18 pm

well it doesnt clear anything up but the idea might even work O_o, if their blast radious is set so low and with speed enhancement i can evade it.

HOWEVER

who told you those 6 lams will land simultaneously ;)

:P
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Postby Wasted » Mon Sep 25, 06 9:41 pm

About the lams thing, I planted a lam on a corner of a wall the other day while being chased, it blew up and didn't kill him. BUT, me and someone else opened the shutter on Landerneau, and threw lams simulatenously, and got quite a few kills. I'd say the lams are perfect.
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Postby synthetic » Mon Sep 25, 06 9:50 pm

i keep dying on smuggler in spawn because everybody empty their LAM pockets to enemy spawn... i could swear it cleans the whole spawn out.
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Postby Allan » Mon Sep 25, 06 9:54 pm

That's an idea. Have Anti-Spawn-LAM/Gas/EMP'ing code in the grenades.

:)
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Postby Dae » Tue Sep 26, 06 12:15 pm

[A]llan wrote:That's an idea. Have Anti-Spawn-LAM/Gas/EMP'ing code in the grenades.

:)

Like on Bowen's? NEIN!
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Postby Bezza » Tue Sep 26, 06 2:16 pm

True... when people throw about 4 Gas Grenades around the spawn you go "UGHHHHH" (That "orgasmic" noise) and die O_o.

Even if you don't pull a weapon out so you have the blue protective barrier you still can't get far away enough from the Gas. :/
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Postby synthetic » Sat Sep 30, 06 1:40 pm

MrBlack wrote:
-ren wrote:Some ideas, suggestions.


¤ Make medics slightly less capable (change the poison damage dealt smaller but over longer period of time).


That should have already been covered in the latest release


Im not sure which release you mean because right now in AG medics own the place.
I have to repeat myself sort of but this needs to be solved, medics are healing people, and have a gun just for selfdefence. I personally would take a way the guy completely BUT give medics some other facinating edge worth playing for, this however is a random thought.
Do something to nerf the meanest killing machines of AG.
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Postby [ß]Lost » Sat Sep 30, 06 1:52 pm

I've noticed that sometimes one dart is not enough to kill ur enemy :?
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Postby synthetic » Sat Sep 30, 06 1:55 pm

that happens kinda rarely i think.. or if you have to be 101% health O_o

id shoot two darts anyway, guy dies faster and i still have plenty more.


below are some ideas i developed when brainstorming the profession =)
----------------------------

Classes recomendations:

-in conjunction with ideas: Switchable ammo
**Medic:**

+ Weapons:
Spray: [ammo1]Health Spray; [ammo2]teargas; switchable ammo
- make custom medical skin
- optionally change sound to something else, halon gas emitting sound perhaps
- optionally make the weapon change sound/texture on ammo switch (utopic idea?)
Mini Crossbow: [ammo1]Blinding Darts; [ammo2]Healing darts; switchable ammo
- change damage type _from_ poison darts _to_ Zyme effect: does limited or no damage but violently messes up your view for set time unless healed by medic!!!
- add new dart type to alternative ammo: health darts
(i would see mini crossbow as a sort of injection device for medic in either ammotype)
Health darts would on successful hit from distance provide the targeted player with continuous healing per second. This value should be small, but enough to give the player a little edge in battle. Give your men a vitamin injection before battle!
On streak this value can be changed also to provide longer term healing and with better healing percent. It might also improve the players speed/max health on final streaking level (utopic idea: steroids)
(all this gives a shit load of options to consider and use)
- optionally change shooting sound to biocell _on use_ sound
RiotProd: [ammo1]regular (for now); [ammo2]shock ammo (streak); switchable streak ammo
- leave the damage as is as its nicely balanced, weak but not completely useless
- streaking could give access to new type of ammo: shock. When hit from close distance player will be rendered motionless, forced to feign death animation for given time.

+ Augs:
(perhaps make the augmentations in 3 aug levels, augs get upgraded automatically on streak number)
REGEN: Streaked medic would also slightly heal all allied players (team)
- make player emit red light or some similar effect to show the person is healing
BALLY:
NEW
- give medics targeting aug or create custom aug (to see targets health) !!!

+ Story:
gives medic two dimensions in battle but doesnt make them killing machines as is, in battle they have to split their time between patients and enemy as they set their priorities.


=to be continued=
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Postby Allan » Sat Sep 30, 06 5:23 pm

Targeting aug is screwed in MP. It broadcasts only the targets overall health (Found by: ((Leg health+HeadHealth+TorsoHealth)/3).) for all bodyparts, instead of the actual targeted parts health. Custom aug = Best.
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Postby [ß]Lost » Sat Sep 30, 06 5:30 pm

[A]llan wrote:Targeting aug is screwed in MP. It broadcasts only the targets overall health (Found by: ((Leg health+HeadHealth+TorsoHealth)/3).) for all bodyparts, instead of the actual targeted parts health. Custom aug = Best.


Targeting is very usefull in mp. It gives u a better accuracy and it does 40% more damage.
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Postby synthetic » Sat Sep 30, 06 5:34 pm

It'S SiKkEh ;D wrote:
[A]llan wrote:Targeting aug is screwed in MP. It broadcasts only the targets overall health (Found by: ((Leg health+HeadHealth+TorsoHealth)/3).) for all bodyparts, instead of the actual targeted parts health. Custom aug = Best.


Targeting is very usefull in mp. It gives u a better accuracy and it does 40% more damage.


Im sure he knows that. However I believe the targeting still shows correct info as not the aug is screwed up in MP but the hitzones are? You cant shoot someones hand, and thats why you wont need to know how red it is or isnt. If I understood you correctly. Or you are saying the augmentation is in fact giving false info and if it says the person has 35% health in head it is not so?
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Postby Allan » Sat Sep 30, 06 6:48 pm

Yeah. The aug gives false info about body part health. If, for example, a player has 2 points chest health, 98 points leg health, and 100 points head health, it would say every part had 66% health, which is wrong.
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Postby synthetic » Sat Sep 30, 06 7:10 pm

Didnt know that O_o, haxed aug. Medic would need it though, even broken aug is better than nothing.
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Postby [ß]Lost » Sat Sep 30, 06 7:25 pm

Who want's to know what's ur enemys health? That's not important.
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Postby ~ô¿ô~Nobody~ » Sat Sep 30, 06 8:21 pm

But you possibly want to know the teammate's health.
So you know if you need to heal or not.
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Postby synthetic » Sat Sep 30, 06 9:46 pm

It'S SiKkEh ;D wrote:Who want's to know what's ur enemys health? That's not important.



its people like you that walk right past a player who says "medic heal please" to dart the enemy and die just to respawn and dart again. And, of course, gas whole map. Why should you care, medics can ignore gas with regen.


This is the attitude that has to be gotten rid of in todays AG.


Gas duration needs to be cut drastically! 5 seconds will do
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Postby Cozmo » Sat Sep 30, 06 9:51 pm

Riot wrote:
It'S SiKkEh ;D wrote:Who want's to know what's ur enemys health? That's not important.

medics can ignore gas with regen.


Or environmental resistance. :(
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Postby Whiplash » Sat Oct 07, 06 1:13 am

~MainMan~ wrote:Btw guys, seeing as this is turning into a suggestion thread, if anyone has any feedback on my Landerneau map, or suggestions for the next release of it, post here.

DXAG is nearly perfect the way it is :P

Still, there is a slight problem with players not knowing how to play as a team, if the mod dumped the "kills" bit and replaced it with "score" that took not only kills, but rewards for helping teammates, like healing 100 allied points or a score for an engineer (and any accompanying stealth) who took a turret. Make the rewards for team-play explicit instead of implicit. That would be cool.

One last thing IMO, stealth players should not have speed/jump.

BTW nobody's server seems to be down ... what's going on?
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Postby ~ô¿ô~Nobody~ » Sat Oct 07, 06 11:40 am

Humm yes...

Even if DXAG would ge perfectly balanced, it would be still up to the players to play as a team. THAT i can't code. :P

PS: server will be up again on monday
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Postby synthetic » Sat Oct 07, 06 1:29 pm

dxag is not even nearly perfect imho. wtf is perfect about a game where medics solo the game, as do snipers and stealthers. ag is supposed to be team mod and when people are really happy with the death/kill ratio they get they will never teamwork.

as for coding, you can code teamwork by balancing the mod according to suggestions =). Teamwork comes out of need, not out of good will.
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Postby Bandee » Sat Oct 07, 06 7:26 pm

Yeah!DXAG wars could be interesting and fun too!Medic ftw!
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Postby synthetic » Sat Oct 07, 06 9:13 pm

deus ex is bleeding boring without AG server, wtf did it go
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Postby Allan » Sat Oct 07, 06 10:05 pm

Apparently, Nobody's having firewall re-config issues. But it ~should~ be done before this week is out. (I'm not holding my breath, mind you.)
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Postby ~ô¿ô~Nobody~ » Sat Oct 07, 06 10:38 pm

as far as i'm informed, it will be up again on monday

btw.. doesn't Dae host a DXAG server too? :?
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
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Postby synthetic » Sat Oct 07, 06 11:51 pm

there hasnt been any AG servers in serv list for 2 days when i looked
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Postby MrBlackDX » Sun Oct 08, 06 6:17 pm

Riot wrote:there hasnt been any AG servers in serv list for 2 days when i looked


get your own
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