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Whimsical:

--- Quote from: Entropy-Soldier on September 11, 2019, 06:01:46 am ---Regarding the powerups I'd say there's no worries if you don't want to switch up how things are.  I feel that ultimately how the powerups work right now can be fun, it's just that I've noticed they tend to stack really well with other weapons, make the weapon giving the powerup fairly decent on its own, and let you keep the loadout for a very long time gettings lots of bonus points.  On reflection, I think another fix for this would simply be to heavily reduce the amount of ammo these special weapon give.  The Klobb especially can stack with weapons like the phantom giving around 300 damage boosted shots to use on a weapon that already hits pretty hard.  It might also be worth reducing the Klobb's damage bonus to 20% or 30%.  50% is quite significant, especially on automatics like the Phantom or RCP-90.
--- End quote ---
That's a fair point, giving the Klobb both that amount of ammo on a 50% boost was probably too much. I've lowed the boost to 30% as suggested. If that's still too much it can be adjusted further with the cs_damagemultiplier cvar.


--- Quote from: Entropy-Soldier on September 11, 2019, 06:01:46 am ---As for the magnum and other weapons, I think many of the current ammo values are close to where they should be if ammo conservation is to be an important part of the mode.  I was mainly suggesting increasing them if the alternative powerup system was used.

That being said, under the current system I'd say these ammo counts should give good results:

Spoiler for Hiden:
--- Code: ---
weaponList={
    "ubers":[(1,1),[[(1,1),"weapon_golden_pp7",0],[(2,2),"weapon_golden_gun",1],[(3,5),"weapon_grenade_launcher",3],[(6,8),"weapon_moonraker",0],[(8,10),"weapon_rcp90",0]],10],
    "handguns":[(2,21),[[(1,1),"weapon_silver_pp7",7],[(2,3),"weapon_cmag",7],[(4,6),"weapon_dd44",24],[(7,9),"weapon_pp7",21]],9],
    "shotguns":[(22,37),[[(1,1),"weapon_auto_shotgun",5],[(2,4),"weapon_shotgun",15]],4],
    "autos":[(38,60),[[(1,4),"weapon_phantom",50],[(5,8),"weapon_zmg",32],[(8,11),"weapon_d5k",30]],11],
    "rifles":[(61,82),[[(1,31),"weapon_sniper_rifle",16],[(32,45),"weapon_ar33",30],[(46,80),"weapon_kf7",60]],80],
    "explosives":[(83,94),[[(1,1),"weapon_timedmine",7],[(2,2),"weapon_proximitymine",3],[(3,7),"weapon_remotemine",4],[(8,9),"weapon_grenade",9], [(10,14),"weapon_rocket_launcher",1]],14],
    "specials":[(95,100),[[(1,4),"weapon_klobb",20],[(5,8),"weapon_knife",0],[(9,10),"weapon_knife_throwing",9],[(10,13),"weapon_pp7_silenced",7],[(14,15),"weapon_d5k_silenced",30]],15]}

--- End code ---

--- End quote ---
(Spoiler tag added to quote) I've implemented your suggested ammo counts. The ammo count lists can be changed via cvar (though not once the game has started) between yours or my original one (defaults to yours at the moment)



--- Quote from: Entropy-Soldier on September 11, 2019, 06:01:46 am ---Anyway, the switch time penalty on subsequent switches sounds interesting and I'm excited to see how it plays this Saturday!
--- End quote ---
That should be fun. I don't suppose I could ask for a recording of that one, if it wouldn't be too much trouble.

Thank you again for all the help you given. I hope you enjoy the latest version.

Entropy-Soldier:
Here's a gameplay video, as requested:



I hoped to cut down on the amount of time it takes to render and upload these videos by directly streaming it to youtube, but predictably the quality dropped quite a bit.  Part of this is the stream settings, which I'll have to calibrate better in the future, but for now I hope this quality is acceptable.  If not, please let me know and I can potentially just use the old method if I can't get nice stream quality.


Anyway, mode seemed to play pretty well, I really like the addition of the progress bar for weapon switches.  I feel like the bar and associated text could potentially take up less screen space, but the idea is solid and with the scaling switch time it's useful to know how long is left before the next weapon.

New ammo counts and armor switching also seemed to work well, along with the klobb damage nerf, and I didn't feel like klobb+phantom was nearly as powerful this time.  Overall things feel a bit more balanced and it feels like the strategy of constantly switching loadouts when you get a bad weapon does eventually catch up with you.

Nice work!

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