|
Blunt Force Trauma
|
 |
« Reply #30 on: February 09, 2010, 07:53:18 PM » |
|
What was DX thinking? maybe the same thing as you when you spent months making models for BZ that are absolutely useless for the game.
Hehe, the insinuation that I was intending to use them in a game is quaint.  All the models are a good 3-5X too poly heavy to even consider BZ's engine. I do the freakin' nuts, washers and hydraulic fittings for God sakes. 
|
|
|
|
|
Logged
|
|
|
|
|
sabrebattletank
|
 |
« Reply #31 on: February 10, 2010, 01:14:54 AM » |
|
Could the splinter do no/reduced damage to things withing x metres (!) of it?
|
|
|
|
|
Logged
|
|
|
|
|
Firestorm29
|
 |
« Reply #32 on: February 10, 2010, 01:33:48 AM » |
|
Could the splinter do no/reduced damage to things withing x metres (!) of it?
My concern with this is that is kills the Splinter's usefulness in DM, which is the reason why I made the note about it exploding only close to buildings. Since buildings can't move, they're forced to take like 50 or so hits within a few seconds. That's why it's such a base killer, only a few splinters would be like a scout dumping over half it's ammo in a handful of seconds. That's if what I remember about the splinter is right and it uses minigun shots instead of something else. DM units move pretty quick and don't have the concern of being so close. With no damage in close ranges, all it needs to do is either get close or get really far away in order for the splinter to work, which would really break the weapon in DM. Otherwise I'd say that might be a good fix. I have concerns about it since it sounds like according to Ken the game doesn't make differentiate between a building and tank.
|
|
|
|
|
Logged
|
|
|
|
Ultraken
Moderator
 
Gender: 
Posts: 476
WHAT YOU SAY !!
|
 |
« Reply #33 on: February 10, 2010, 11:49:16 AM » |
|
I have concerns about it since it sounds like according to Ken the game doesn't make differentiate between a building and tank. Ordnance damage doesn't, at least. 
|
|
|
|
|
Logged
|
|
|
|
|
TheWall
|
 |
« Reply #34 on: February 10, 2010, 12:04:41 PM » |
|
.... if a/the splinter could be re-engineered to be something to the effect of a pop-type weapon. Perhaps where each "mini-gun" (or whatever else) dispersed from a splinter, would behave in a manner more of a pop-type weapon... that would NEUTER it as an indiscrimant base (building) destruction weapon. A ammo-hungier, shorter range, target discriminatory(er), higher altitude, MINI-Daywrecker.... A CoffeeBreakWrecker? A SiestaWrecker?  May a RSH... RainSomeHell weapon? A PP... PartyPoo-opper!?
|
|
|
|
« Last Edit: February 10, 2010, 12:28:50 PM by TheWall »
|
Logged
|
Kevin - AKA TheWall
|
|
|
|
S.cavA.rmyG.en
|
 |
« Reply #35 on: February 10, 2010, 01:30:11 PM » |
|
so it gos form a SB to a SM or a WM wich fires a poper that fires something. not that hard to do I have some working if you want one PM me and I will send you something.
|
|
|
|
|
Logged
|
 │░││▒││▒││▓││▓││▓│ Behold The Power Of Scrap.If it works in-game, it doesn't matter how wierd and broken it looks code wise. what is not broken around here?
|
|
|
|
eddywright
|
 |
« Reply #36 on: February 10, 2010, 09:14:17 PM » |
|
I struggle getting my head around what a splinter is supposed to be. Its something about the size of a mortar but instead of doing the damage of a mortar, it morphs into a spinning minigun that shoots out the equivalent of a half scout's ammo capacity. All for the low cost of couple of ammo. It may or may not do that much damage or cost more or less ammo but my point is it doesn't really fit the "BZ reality" even considering biometal. The ammo to potential damage ratio is way off compared to all other BZ weapons.
To me, the answer has been brought up but seems it's not doable - reduce the damage incurred by the Recycler, Factory, Armory and building but leave it as is against offense/defense vehicles (the rec, factory and armory are technically vehicles too).
Eddy
|
|
|
|
|
Logged
|
|
|
|
|
Blunt Force Trauma
|
 |
« Reply #37 on: February 10, 2010, 10:29:20 PM » |
|
I struggle getting my head around what a splinter is supposed to be. Its something about the size of a mortar but instead of doing the damage of a mortar, it morphs into a spinning minigun that shoots out the equivalent of a half scout's ammo capacity. Eddy
I glad I'm not the only one who gets confused on balance and some kind of logic when it comes to BZ. My first reaction is; "Hey, it's just a PC game." My second is; the original designers SURELY looked at the game in exquisite detail. They most certainly wanted a good game and money maker. And they DID deliver with landmark game. Then you have to ask yourself, why did they take the balance and logic in all kinds of crazy directions? My only answer is they didn't have the thousands of hours 'we' have with the game. We see the minutiae of imbalance.
|
|
|
|
|
Logged
|
|
|
|
|
Firestorm29
|
 |
« Reply #38 on: February 10, 2010, 11:41:08 PM » |
|
I always saw the thing as a wide area anti-vehicle type of weapon. A weapon that shoots tons of ordinance in every direction to help protect against zerging. Much like what the Pulse Stabber is supposed to do in BZ2. Only problem in the splinter's case with BZ1 is that it's far to effective against buildings. Probably didn't test for that since that wasn't it's intended purpose...
Only reason I can come up for it having such damaging pellet shots.
|
|
|
|
|
Logged
|
|
|
|
|
eddywright
|
 |
« Reply #39 on: February 11, 2010, 01:36:32 AM » |
|
Rusty, Applebeez and I just played a DM game and splinters were flying everywhere but I doubt if any of our tanks were actually destroyed by the splinters except for direct hits. They were more of an incentive to make you move.
My main point is the small amount of ammo needed to launch a splinter is not in line with the potential damage...
Eddy
|
|
|
|
|
Logged
|
|
|
|
|
Odyssey
|
 |
« Reply #40 on: March 21, 2010, 06:22:49 PM » |
|
There's been some discussion about nerfing the splinter a bit. The question is how much... Let's say it takes 2-3 splinters to wipe out a good portion of a base. If the damage is halved, it takes 4-6. Seems that is still too easy to accomplish compared to how many mortars it would take to do the same thing. So the question is, how much damage should the splinter do?
Eddy
What ever you do, DO NOT turn it into the BZ2 Splinter. That thing is a joke. I forget if it detonates on impact, I think it does? If so change it so that it raises up X meters and fires in a rotating cone angle downward. That way it cannot be placed directly above or next to a recycler.
|
|
|
|
« Last Edit: March 21, 2010, 06:36:01 PM by Odyssey »
|
Logged
|
|
|
|
|
TheJamsh
|
 |
« Reply #41 on: March 21, 2010, 06:48:35 PM » |
|
The BZ2 splinter is definately a joke. I also preferred the older version which exploded instantly dispensing the bullets as if they are shrapnel, not bullets, unfortunately it was changed in the later patches to a spinning minigun.
|
|
|
|
|
Logged
|
 Click Me!
|
|
|
|
eddywright
|
 |
« Reply #42 on: March 21, 2010, 11:30:33 PM » |
|
The splinter problem can be fixed by reducing the damage it does to buildings and deployed vehicles like Rec's and leave it as is for lighter hulled vehicles. Not sure how that would be done but it's been bantered around a bit by the patcher crew.
Eddy
|
|
|
|
|
Logged
|
|
|
|
|
S.cavA.rmyG.en
|
 |
« Reply #43 on: March 22, 2010, 02:18:09 AM » |
|
damageValue(N) = 50 // none damageValue(L) = 70 // light damageValue(H) = 10 // heavy damageValue(S) = 7 // standard damageValue(D) = 6 // deflection damageValue(A) = 8 // absorbtion
|
|
|
|
|
Logged
|
 │░││▒││▒││▓││▓││▓│ Behold The Power Of Scrap.If it works in-game, it doesn't matter how wierd and broken it looks code wise. what is not broken around here?
|
|
|
|
SkyNET
|
 |
« Reply #44 on: March 22, 2010, 01:14:42 PM » |
|
You screwed up the shield values there. Also, more damage to light armor than none?
|
|
|
|
|
Logged
|
|
|
|
|