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Build r1646 released 
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Build r1646 released
http://aow2.drdteam.org/page.php?page=download

Since r1601 turned out to be a failure, this build is essentially a reboot of it.

Notable changes - since r1491 - include:
  • Three new maps:
    • AOW05: Mercury by Nightfall to replace Volcanicity
    • AOW19: Valley by dj-jo (with rework by Minigunner)
    • AOW20: Renegade 2030 - this is the original AOW06: Renegade with a revamp by Hjalg.
  • Utility gun has been revamped - new sprites and an item navigation menu!
  • The Stealth Sniper has been removed in favor of the Kamikaze AKA the Terrorist.
  • Lots of bandwidth optimizations - several effects are now processed clientside.
  • Mechs and Plasma Cannon now have a cooldown of 3 minutes (2 minutes for light mechs). These cooldowns start upon death instead of purchase. The huge ass mech nerf is not present.
  • Juggernaut no longer has Heavy Gauss - however, it has been given the ability to move while firing in return.

has fun peoples


Thu Feb 03, 2011 10:47 pm
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Post Re: Build r1646 released
woot

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Thu Feb 03, 2011 11:13 pm
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Joined: Tue Aug 10, 2010 12:32 pm
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Post Re: Build r1646 released
Welp, can't wait to see how this version turns out. :D

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Fri Feb 04, 2011 2:10 am
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Post Re: Build r1646 released
Quote:
Juggernaut no longer has Heavy Gauss - however, it has been given the ability to move while firing in return.


You could have just removed every other Jug weapon other than Nuke and Heavy Gauss. And given him 15 000 HP :lol:

Disclaimer: joke. shitty joke.

MAP 20: Broken asphalt/concrete with steel plated vertical textures make NO SENSE. Some caves/corridors have daylight level brightness even if there are no light sources in them.


Fri Feb 04, 2011 11:52 am
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Post Re: Build r1646 released
No Gauss will be shit for sure.

Short range gauss how you mentioned ingame -> Then its close range too. If the Gauss doesnt shoot farther than Flamethrower, I can use Flamethrower, this will be faster^^ (but I prefer this over no available gauss of course) maybe make a normal gauss.

The point is - you have nothing against infantry on range attack. The only "tactic" infantry now has to do is to stay on distance when attacking a jug and it will have good chances to win (or you put a nuke on them, but thats little bit overkill for infantry LOL.)

Unfortunately you said its not possible to have range based damage value (as farther the rail gets as lower the damage done by it - so close attack is most damage and as farther the rail gets, as lower gets the damage) That would be optimal I think.
But also I think it would help much to force FOV disabled and to have mass driver turrets. So a Jug couldnt camp easy in front of enemy base and the heavy gauss maybe could be untouched. especially with the new cooldown time. (to be honest I dont see the OP here - Just bad defenses. MD Turrets !! ;) )

I see it coming that I will now always take the titan.

It has same health power, it is cheaper, it can handle infantry well, it can handle much better orcas, it does way better damage on buildings, and it is strong against mechs too.
Where is the advantage of jug now? The only I see is to nuke the obelisk terminal, and maybe some mechs. But titan does the mech kill job well too.


Fri Feb 04, 2011 12:18 pm
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Joined: Mon Jan 03, 2011 10:24 am
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Post Re: Build r1646 released
lilmoder wrote:
MAP 20: Broken asphalt/concrete with steel plated vertical textures make NO SENSE.

lilmoder wrote:
steel plated

It is soil Image
lilmoder wrote:
caves/corridors have daylight level brightness even if there are no light sources in them.

Try to play without OpengGL, and 3.0 gamma. If you are under OGL - set "Sector Light Mode" to "Doom", instead of "Bright".







Fri Feb 04, 2011 3:17 pm
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Post Re: Build r1646 released
De-M-oN wrote:
The point is - you have nothing against infantry on range attack.
Yes, that was the whole point of this change. Get some infantry support so you can do your job as a jug.


Fri Feb 04, 2011 3:34 pm
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Post Re: Build r1646 released
Hotfix r1650 has been released. This fixes the utility gun online.
Download it from http://phenomer.net/hosted/omega/omega_hotfix_r1650.zip


Fri Feb 04, 2011 4:04 pm
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Post Re: Build r1646 released
No then its absolute useless. Then the titan is the way to go. It can handle everything.

It really cant be that I need infantry support with a 5000 HP Machine to kill some other infantry :roll:

(although - maybe its better with the fact that the jug can move while firing.)


Fri Feb 04, 2011 4:45 pm
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Post Re: Build r1646 released
De-M-oN wrote:
No then its absolute useless.

Absolutely useless if you want to play TDM and get 600000000 frags without dying, yes.


Fri Feb 04, 2011 8:08 pm
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Post Re: Build r1646 released
Its rather the problem of bad mech defenses, not the gauss^^

high health mass driver turrets would help for example a lot.

but with these LRM Turrets I can storm into base , they arent really a high danger (except you build them in masses)

AOW has a problem in mech defenses imo.

And what you've reached with it? I wont be a worse mech player only because you've removed a gauss rifle^^

Then I go titan and do my frags with it, if jug is useless now ;)

But I'll look how it works, when it can fire while moving.


Fri Feb 04, 2011 8:43 pm
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Post Re: Build r1646 released
Ok with the fact that the jug can move now while firing it is not that lost.

Its ok now. But I miss my gauss :D

I like the idea that the jug has at blue team an ion bomb :)


Sat Feb 05, 2011 2:07 am
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Post Re: Build r1646 released
lilmoder wrote:
caves/corridors have daylight level brightness even if there are no light sources in them.

Try to play without OpengGL, and 3.0 gamma. If you are under OGL - set "Sector Light Mode" to "Doom", instead of "Bright".
[/quote]

No, I use Software. I simply meant that some areas are kinda.. bright even if there are no symbolic light sources like lamps or fire.


Sat Feb 05, 2011 9:05 am
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Post Re: Build r1646 released
De-M-oN wrote:
Its ok now. But I miss my gauss


You are making me think you are raging AOW because of that. Look De-M-oN, it's better you deal with it.

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Sat Feb 05, 2011 12:53 pm
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Post Re: Build r1646 released
I dont rage. Its just I dont want that things go bad, because of some unnecessary nerfs due to some players who aim good with something which makes other people complain^^

But I also underestimated that the jug can handle infantry so much better when he can fire while moving. So with that I can live with it and I even like it when he can move. So on the one hand I lost my loved gauss, but on the other hand I can move now while firing :mrgreen:

But I still miss my gauss though. But the main cause is I like the kind of aim (precision aim) the gauss brings in. I like railbased weapons.


But however Mass Driver Turrets and other solutions maybe have helped too against gauss - like mentioned before.


But the mech nerfs on 1601 were definitely a cause to rage AOW ;)^^


But what I really liked on 1601 was the flame&chem combo.

Maybe you can bring this back in a mech like titan or such?


And @ ingame mentioned Akimbo Crate idea:

Nightfall, how about just changing the sprite position and double it? So you wouldnt need to do new graphics. It would be absolutely ok for me if you just duplicate the guns.


Sat Feb 05, 2011 6:53 pm
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Post Re: Build r1646 released
De-M-oN wrote:
But what I really liked on 1601 was the flame&chem combo.

Maybe you can bring this back in a mech like titan or such?

I might..

De-M-oN wrote:
And @ ingame mentioned Akimbo Crate idea:

Nightfall, how about just changing the sprite position and double it? So you wouldnt need to do new graphics. It would be absolutely ok for me if you just duplicate the guns.

I'd still need to do a very. huge. textures.txt file.. it's just too much work to be worth it.


Sat Feb 05, 2011 7:15 pm
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Post Re: Build r1646 released
:(

Then maybe what you mentioned. For one gun only, for example the SSG.

But best would really be all weapons. Damn thats shit, that it takes so much work :(. It would be awesome and other players agreed.


Sat Feb 05, 2011 7:43 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Post Re: Build r1646 released
May I make a small suggestion? Semi-auto pistol and better Tib Crystal weapon, the Pistol is useless enough, yet the Tib Crystal decides to slow it down more, lol.

For an example of how the pistol would work:
http://www.youtube.com/watch?v=pDeuEXWQOj0


Sun Feb 06, 2011 1:56 am
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Post Re: Build r1646 released
This version still seems to be not free of errors. (server crashed 2 times again)

Logs:

http://killerinstinct.ath.cx:2000/7060_ ... _19_21.log
http://killerinstinct.ath.cx:2000/7060_ ... _27_53.log


Sun Feb 06, 2011 1:26 pm
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Post Re: Build r1646 released
And again crashed.

http://killerinstinct.ath.cx:2000/7060_ ... _11_19.log

1646 with 1661 patch this time.


Mon Feb 07, 2011 1:56 am
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