GERules.GetRadar().AddRadarContact( player, Glb.RADAR_TYPE_PLAYER, False, "", GEUtil.Color( 220, 220, 220, 1 ) )
Sounds like a fun mode! I'll stick it on my server and let you know what everyone thinks. It's a shame you won't be able to play with us, but if I can get it working properly I'll try to record my gameplay so you can at least see a match with real players. I make a point of playing on Saturday nights but there's always a chance I'll end up playing sooner.Thank you, I really appreciate that.
Just from looking over your post and the gamemode file, without any actual playtesting, here are my thoughts:Here are my replies to your thoughts.
Weapon Balance Suggestions:
- The Silver PP7 and the Laser are good weapons, but not nearly as good as the Golden Gun, Gold PP7, or Grenade Launcher. Both of them are perhaps slightly better than the AR-33 in practice, even though they're a bit better on paper. Laser might be more useful in this mode though just because the infinite ammo makes it one of the few weapons you can use for an extended period. I'd say Silver PP7 should probably just be a normal pistol weapon, and given the laser's ammo situation it wouldn't hurt to leave it as an uber for now. It might not really be good enough to warrant keeping it for the infinite ammo when you can get easier to use and better weapons by switching, but it's hard to say without playtesting.I'll defer to your experience on this. I moved the Silver PP7 to Handguns, and it does feel right playtesting against bots. Since you included the Grenade Launcher with the Golden weapons, I added it to ubers (also to make sure there is a certain amount of variety there), with 6 Grenades to hopefully justify it. I think the Laser's ammo might still qualify it for the ubers list, though I did make it far more common in that list than it was before.
- Proximity Mines, even though they're not as directly powerful as these weapons, are also probably worthy of the “uber” category as they can get you a lot of kills for the minimal effort of throwing them into weird spots.That makes sense, I was never sure if the Proximity Mines were good at killing bots, or just good in general. I didn't add them to ubers though, since I don't think they give the feel I want the weapons in that category to have (or to be exact, the feel I want from award switching into one), still I made them less common in the Explosives lists, they now only have about a %2.8 chance of appears, as opposed to before where they were at %14.4.
Here's my weapon/cost list for Investment Losses, for reference. It's balanced around infinite ammo so the mines and rocket launcher are higher than they otherwise would be, but otherwise this should be roughly the relative value of each weapon:I don't know enough to really comment on those numbers, though I am curious as to how they are calculated, and why they are in the 1000s range. Also, Timed Mines don't appear to be listed.Grenades : 400
Throwing Knives : 600
Klobb : 700
D5K Deutsche : 1500
Silenced D5K : 1500
Hunting Knife : 1800
DD44 : 2000
PP7 Silenced : 2000
PP7 : 2000
KF7 Soviet : 2500
Sniper Rifle : 3000
ZMG : 3500
Shotgun : 4000
Cougar Magnum : 4000
Phantom : 6000
AR-33 : 7000
Automatic Shotgun : 7000
Silver PP7 : 8000
Moonraker Laser : 10000
RCP-90 : 12000
Remote Mines : 12000
Rocket Launcher : 12000
Grenade Launcher : 14000
Golden Gun : 16000
Gold PP7 : 16000
Proximity Mines : 18000
I'll have to get back to you on how the ammo counts affect how things play. It probably won't affect the relative strength of weapons too much but it will certainly change how they're used. Will be interesting to see.
Answers to your questions and a few additional suggestions:Done.
- For the silenced weapons, you actually can hide the individual player's radar dot. You can do this by adding a custom radar contact to the player that uses a color with an alpha of 1, like so:Code: [Select]GERules.GetRadar().AddRadarContact( player, Glb.RADAR_TYPE_PLAYER, False, "", GEUtil.Color( 220, 220, 220, 1 ) )
- The Throwing Knife holding debuff is probably also doable but every player's inventory would need to be checked in OnThink as picking up throwing knives doesn't trigger the CanPlayerHaveItem callback in 5.0. You can make this have a minimal performance impact by limiting the check to once per second or so. It might be easier and more intuitive to just have this debuff apply for 5-10 seconds to players that get hit by the throwing knives, which is very easy to check in CalculateCustomDamage. This would be preferable to a server-wide debuff when one player has the throwing knives because ~30% of the time someone's going to have the throwing knives so it will feel like a random punishment to the rest of the players that they can't do all that much to stop.I agree with you on the Throwing Knives debuff. It took me a while to think of what I wanted to replace it with since they seem to do enough damage to make an on hit debuff not as useful. I decided, in the end, to have them count twice towards your additional bonus point and award switch, and to have them reduce your switching time. They felt like a skill based weapon, so I felt the best way to handle them was to reward kills with them or to give a player a way to get rid of them quickly if they didn't want to use them.
- It's probably better to use !voodoo instead of !gesrocks for the weapon swap command, as !gesrocks isn't bound by default in 5.0 and most gamemodes use !voodoo for their special input.Done, you can now use either !voodoo or !gesrocks.
- It would be a good idea to give players the slappers during the weapon switch, because players who have no weapons will have no weapon animations and go into the reference pose for onlookers. Looks kind of silly.I can't argue with that logic, added. Also added a bonus where if you do kill someone with slappers, it will automatically complete the weapon switch, regardless of the remaining delay.
- I'd recommend using GEUtil.GetTime() instead of round time for timer calculations, as round time can be set to 0 to disable it and play forever. It's not commonly done, but when it is it means you get stuck switching weapons forever.Done.
Anyway, the mode's code is well organized, and I really like how you handled the cvars. Modes with lots of them tend to get a bit cluttered but your setup handled them in a very clean way. I might have to look into adopting a similar approach for our official modes.A very much appreciated compliment. I actually took the time to make sure everything was organized well. I also decided to make some adjustments to the code, specifically, I decided to label all the functions so they could be quickly searched, and reorder some of them so that it flows a bit better. I am curious about the cvars point though, specifically where my code differs from what the other modes do, since I don't think you mean (or at least I hope you don't mean) where I initialize it all in one block (which is the first thing I think of when I read that line).
Thanks for taking the time to make this! I hope everyone in the community has fun with it.Thank you for taking the time to reply. I look foreward to seeing how this plays out with actual players.
We got to play 2 matches of Cache last night, and while I personally found the mode fun it seemed rather polarizing among the other players. People seemed to be split 50/50 on if they enjoyed it or not, but no-one really gave me a clear reason as to why so I can only collect the comments I heard and try to extrapolate from there.
Anyway, some of the comments I heard were:
- Switching takes too long
- Not enough ammo
- It's not clear you start with 3 guns
It's easy to address these comments at face value but my interpretation is that most of the dissenters don't like how the switching mechanic is implemented. I personally avoided switching at all without the bonus, as it was generally better to just go huge with your good weapons, and if you died before running out of ammo just eat the respawn time versus waiting out the normal switch duration. A lot of people probably feel the current setup is unfair and random as you have to take a pretty big penalty if you spawn with a bad selection of guns.
Because of this, I'm kind of wondering if maybe the switching could happen incrementally instead of all at once. Something like:
Press G -> lose all current weapons except for slappers.
1/3 of switch time passes -> Get first weapon
2/3 of switch time passes -> Get second weapon
full switch time passes -> Get final weapon
With the option of rerolling again during the switch time to restart it if you don't like the guns you're getting.
Would make it clear you're getting 3 guns, give you a usable weapon much faster, and give more chances to roll for guns you like. Even 2-3 seconds is a long time to go without a gun in an open firefight, so this would still be something people would have to use strategically if they wanted to use it to the best effect.
Anyway, to me it's a pretty straightforward deathmatch variant, and while it probably needs a fair bit of tweaking the core concept seems pretty fun. I'll try adjusting some of the console variables and see if I can play a few more matches tonight. 2 matches is kind of a small sample size so I want to try it a few more times before trying to draw the final consensus. Investment Losses was pretty polarizing on its first few iterations too, but after adjusting some implementation details a lot of the players who hated it now say it's their favorite mode. It's just part of the gamemode development cycle, really. It's hard to get something with so many moving parts perfect on the first attempt.
I look forward to the next version of the mode!
Gameplay footage, as promised. I didn't play quite as well as I would have liked, but eh, probably better for capturing a typical gameplay experience. Please suffer through my twitchy aim as best you can.
Sadly I didn't tweak the console variables like I was hoping to, but this is decent footage of the mode I feel. One thing I noticed while recording this is that it's pretty common to have loadouts like D5K, D5K(s), and DD44 where you don't have much hope of getting much done. These weapons are decent on their own, but the prevalence of the AR-33 and Auto Shotgun in other player's loadouts, which are both powerful and easy-to-use weapons, makes them very difficult to get more than 1 or 2 kills with.Those kinds of loadouts shouldn't be exactly common, though maybe the prevalence of ARs and Auto Shotguns should be looked at?
Conversely, it's also possible to get loadouts like Golden Gun, Rocket Launcher, and Silenced PP7, which on paper seem really good...but the AR-33 and Auto Shotgun can still kill you very fast without armor and so losing these loadouts before really getting to use them is actually quite easy. Having 2 or 3 high powered weapons isn't all that much better than just having 1, but it certainly feels like you're losing a lot more when you die.
The solution to both of these problems, I feel, is guarantee a certain weapon strength distribution for each loadout granted. They shouldn't all be equal, as I feel the randomness is part of the mode, but they should all follow something similar to the following structure:
1 Good Weapon (AR33/Auto Shotgun to Golden Gun, better being rarer)
1 Average Weapon (ZMG-CMAG/Shotgun, not much bias in the random selection)
1 Weak Weapon (Klobb - DD44, weaker being rarer)
It would be fine to have overlap between the different classifications but something more structured like this would at least guarantee every player has a chance against any other player. The other player might have the Gold PP7 and they only have the AR-33, but they can overcome that with better deathmatching skills or strategy.
This mode has potential, I feel like all it really needs is the right tweaks and people will love it.
I think handguns are usually pretty good, so no need to eliminate them from play. The true issue is just that the AR-33 and Autoshotgun are very easy to use and very powerful, so most guns just don't have a chance against someone who has one of those weapons + armor. Each loadout has roughly a 40% chance of getting one of those two guns so they end up being really common. The most common guns should at most probably be in the CMAG/Shotgun/Phantom range as these are all good weapons but generally limited in one way or another. Pistols and other guns still have a chance against them, even up close.Ok, I've made some changes to the weapons table, bringing down the AR and Auto Shotgun and (very slightly) the Phantom, and giving a minor increase to the D5K, and a larger one to the Sniper Rifle, and a much larger one to the Shotgun (mostly a consequence of decreasing the Auto Shotgun) which actually makes it the most common weapon to get now (even more than the KF-7, since even while Rifles are the most common category, there are only 2 Shotgun options and one of those 2 is far more common than the other).
As for ammo, I think the Rocket Launcher perhaps gets 1 rocket too much and the shotgun deserves maybe 1 extra clip, but otherwise ammo hasn't been too bad. I think this is one of those situations where people complain about one thing but really the issue is somewhere else. In this case I feel it's just that switching was too costly so they felt constrained to their current weapons, so once they ran out of ammo for the good gun they weren't happy. The only real issue with ammo I feel is that sometimes you can get 2 weapons that share the same ammo type, and thus get a bunch of extra shots for the sniper rifle if you happened to get the KF7 as well. Didn't seem too game breaking when I played but it's worth noting.I removed the extra rocket the Rocket Launcher can get (don't know if that's all that's needed, but probably best to test with that first), and gave the Shotgun the extra 5 Shells (again, mostly deferring to your expertise here). I implemented your suggestion for switching, and while I was originally just going to make it an alternative, when testing it I really liked it so it's enabled by default. On the topic of it though, I would like to point out that I had to rewrite the function that distributes weapons because it was not in any way able to handle giving them out one at a time (but I do feel that the functions are better designed because of it). In regards to weapons sharing the same ammo type, it was something I considered and decided to leave in. I think the only thing to watch out for is the D5K (Silenced) and the Klobb which have 200+ extra bullets (which I did give them so the player could make use of the extra ammo with other weapons).
Your other changes sound good and I'm excited to check them out! I'm a little skeptical on the weapon carry over as it feels kind of niche and I'm worried a lot of players won't pick up on it, but since it's already scripted it's worth giving it a few playtests at the very least.I've found the carry option to be useful if I die after an award switch. Your concerns about players not noticing it is a good point, so I decided to add a hud message that appears when the player dies (and the requirements to carry are met) that notifies them of the option.
As for your questions:I implemented those changes and made a couple other adjustments after seeing how the affected the probabilities. I'm kind of surprised that the Auto Shotgun is that good in comparison to the Shotgun, going by the GoldenEye Source wiki the numbers don't seem to be that different (aside from headshots), but I can see from actually using both that my initial assessments were off.
- As I said above, AR-33 and Autoshotgun make most of the other guns too difficult to use as nearly half the people you fight are going to have one of these weapons. It's honestly hard to judge the rest of the weapon balance because of how dominant those two weapons were. They should probably be a lot less common, maybe around 12% for the Autoshotgun and 10% for the AR-33.
- The special effects are actually pretty powerful but generally just serve to make the rest of the loadout better. Getting the Silenced PP7 or Klobb was usually a pretty good deal because the passive bonus they provide can be used with the other 2 weapons to great effect.That is mostly by design since I didn't want to make those weapons as rare as Ubers, but I also didn't want to give the players weapons that were (at least in my opinion) that subpar.
Laser + Silenced PP7 + Klobb/Knife would probably be the best long-term loadout you can get in this mode. This is probably why the powerups were rather controversial, everyone loves getting the powerups but it really sucks when someone surprises you with an increased-damage Autoshotgun without ever being on the radar.That shouldn't actually happen since all of the weapons that confer passive bonuses are in the same category and thus you should only be able to get 1 of them in any given loadout. Getting multiples of these would be a bug.
- Generally with everyone having the AR-33 or some other powerful weapon it was too costly to try and use your weaker guns with the exception of finishing someone off. The bonus for killing with all 3 guns was pretty powerful but unless I armour camped I struggled to use it since one of those weapons was usually the D5K or similar which wouldn't stand up to the AR-33 very well.This should hopefully be a little easier to do now that the weapon odds favour the AR less. If you playtest this more, can you tell me if this is the case?
- Honestly I feel like Good-Good-Bad or even Good-Bad-Bad, depending on the ammo situation, are the best loadouts you can get, as usually the bad weapon has some bonus like extra damage or radar invisibility and you just don't have to use it.That is what I was hoping for, to reduce the odds of particularly bad loadouts (ideally, while what you have isn't always going to be ideal, you should have at least something that you can make use of). Anyway, I was considering a different way to distribute weapons, but I didn't really like the samples that I got from it.
People complained about the low ammo but if you're conservative you can make 2 good weapons last a long time, especially if they share ammo with the bad weapon.I agree with you on being conservative with your ammo, it is supposed to be a key point of the mode (even if it might be a bit understated in my description), so while there might be some complaint, that is one thing I'm probably going to keep even so.
Without taking the powerups into consideration, a loadout's strength mostly comes down to how many situations you have Good weapons for, how good those weapons actually are (Golden Gun > AR-33), and how much ammo you have for them. If you have the AR-33 or Laser your other loadout slots don't matter too much, if you have the Autoshotgun generally you also want a reasonable long-range weapon like the PP7 to compensate for the low shotgun ammo and limited effective range. The third loadout slot rarely comes into play unless it gives you a powerup or is something unique, like an explosive.I'm guessing Laser because of the infinite ammo (I also take it that means it is worthy of its spot in the ubers list). For the AR, if it is still a problem after more playtesting maybe either move it to ubers or give it no spare ammo? The third slot should hopefully be there to help balance out your weapon selection (and to make sure that if you roll 1 really bad weapon, you still have a chance to have 2 decent weapons).
Anyway, I'm looking forward to trying out the new version of the mode once it's ready!Thank you, and thank you for taking the time to provide feedback and answer my questions. It might have taken a while but the new version is now ready.
I managed to get the demo recording working properly this time so it was a lot easier to get footage:Thank you, those videos are always appreciated.
https://www.youtube.com/watch?v=u0zOnWQVznI
I feel like this version played pretty well and I didn't hear any complaining, so I feel that things are certainly on the right track now. The new weapon switch design is much more satisfying and useful, the reduced prevalence of the AR33 and auto shotgun had a huge impact on the viability of most loadouts, and the messages that tell you what weapons you have really help bring things together.Thank you, hopefully my latest updates are an even better improvement.
The knife speed boost is perhaps a bit too good. The knife is actually already a really good situational weapon, and speed increases tend to be one of the more tactically useful abilities you can have. Moving faster lets you pick your fights, avoid enemy attacks, and reposition yourself quicker to get more opportunistic kills. It also stacks with strafe running so a 25% speed boost lets you run 75% faster than the base move speed instead of the standard 40%. It would probably be worth reducing the speed boost to 10% or 15% as it would still be very useful but not overwhelmingly so.I have implemented this, along with the ability to set the speed multiplier in the cfg file.
It might also be worth telling the player just how much of a damage/speed boost they're getting as it's useful information to have.Done.
I'd also be interested in experimenting with giving the player a small amount of armor for switching weapons, as an extra incentive for doing so. Even with the new system that doesn't interrupt the momentum of the combat, I still found myself not using the switch function as much as I could have been. Maybe it could tie into your unique weapon kills, gaining 2 bars for each weapon you got a kill with. Would make switching without the full gamut not feel like you're throwing away progress on your current loadout.Likewise, I have also implemented this. This is another edit that I rather like, and is currently set as the default for the mode, though I'm unsure if I should keep it like that. While I do like the extra armor, and feel that it adds some additional depth to the gameplay, I am a little worried that it adds even more complexities to the gameplay, and this mode already seems to have far more to it than the others that I've seen (at least of the ones shipped with GoldenEye Source). While this feature is in you, I've also added a shorter switch delay after your first kill (importantly, you will get the first weapon right away), the idea being that you can now switch for the armor in the middle of combat if things go badly (and judging when to do this should be another skill required of the players).
Either way, I feel like the mode is polished enough to put it in rotation on my server. It's got a unique flow to it that most players might need some time to pick up on, but I'm confident they'll enjoy the mode once they figure it out. Thanks for all your work on it so far! It's coming along great.Thank you very much for that, and for the feedback.
It's awesome to see you again! It sure has been a while but I've still got Cache running on my server and still have fun with it.Thank you, the fact that other people actually use my mode means that making it was well worth it for me.
I'd say the addition of the new info text is very useful, and adds some nice polish to the mode.Thank you, I'm glad that works out, I was a little worried that it would be distracting at the very start of the game.
The armor change is also welcome, though I admit I actually experimented with adding this to the mode myself since I hadn't heard from you in a while and after some experimentation I think I settled on a way of doing it that actually works a bit better than my original suggestion.In the middle works if you had to work for it (as under my system), but I agree that it shouldn't be completely free. I've implemented your system (I would like to see how you write the code for it, I found it a pain, though I also wanted to be able to toggle between the two modes via cvar so that probably made it harder). Still need to playtest with that mode a bit more so I don't know which I prefer.
More or less, it was just giving 2 bars of armor along with both the second and third weapon during the rolling switch (4 total), or 4 bars of armor along with the instant switch. This allows players who get a bad loadout a bit of extra incentive to switch it, and if you roll another bad loadout at least you can still get some extra armor for rolling again. Only giving armor on the second and third weapons means a player has to commit to the switch before getting rewarded for it, so they can't easily get armor during the middle of a fight which I feel is probably for the best.
The system implemented in this new version of the mode for sure had its own merits, and added a bit of extra depth to combat, but I share your concern that not everyone is going to pick up on it and be able to leverage it amidst all the other unique mechanics of the mode. It's also a little jarring to get the first weapon sooner along with the armor, as the normal rolling switch pace is quite comfortable and easy to get used to.I think that concern is enough to try your system out instead. I really don't want overload the players with things they can do. Getting the weapon sooner was done so that switching for the armor bonus in battle was a tactically viable option, rather than just leading to you getting shot to pieces. I'd say that if my armor system is used, the quick switch should probably also go with it, but if that armor system isn't used, the quick switching shouldn't be either. Anyway, I've disabled it for now since it now defaults to your armor system.
I have to say the timing of your return is actually pretty good, though, as I was actually thinking about this mode recently. I noticed that in general the best strategy was to switch loadouts often, immediately discarding the current loadout the moment the good weapons are out of ammo. However, most players don't really switch often and thus have worse weapons on average compared to those using the strategy I just laid out. Weapons that come with powerups also exacerbate this effect, as they make re-rolling constantly more likely to give you good powerups and thus possibly get a loadout able to net you 5-10 kills.I find it rather enjoyable that my game mode has lead to a discussion of that mode's metagame, anyway now to address the issues. I can't say I'm a fan of the suggestion, since it adds more complexity to the mode with the scaling power bonuses, plus it would require changing far more of the code than I would like to, and would also change it from what I really want the mode to be. The powerups added to certain weapons is to compensate a player for drawing a particularly bad weapon (or in the case of the Radar Invisibility, to make it so those weapons aren't strictly worse than their unsilenced version).
I was thinking it might not be a bad idea to introduce a mechanic that rewards sticking with one loadout, while also nerfing the ability to roll loadouts like RCP-90 + klobb, which are incredibly good.
The way it would work would be, instead of having powerups tied to a weapon, to have them instead occupy a 4th loadout slot. This final loadout element doesn't appear until ~10 seconds after getting all of your weapons (last weapon in rolling switch, after spawn, instant switch, etc). The powerup starts out weak, and slowly increases in strength every ~10 seconds or so, reaching max power after ~40 seconds. (Ex: 10% Damage Boost -> 20% Damage Boost -> 30% Damage Boost, etc). This would reward sticking with the same loadout a little longer even if the better weapons have had their ammo exhausted.
I'd say the radar invisibility powerup doesn't really fit with this scheme, so maybe swap that out and add some extra ones like Bullet Resistance/Explosion Resistance/etc for variety.
It also wouldn't hurt to increase the ammo count of certain guns, like the Magnum, to allow people to continue to use them just a bit longer if desired. It also might be worth removing the laser outright, as it's always somewhat circumvented a core trait of the mode, and coupled with the proposed powerup system that would become even more significant.I'll need more information for the weapon ammo, I'm a rather casual player of this game (mostly just playing against bots). I have added 3 extra bullets to the magnum, and wouldn't mind if you suggested better numbers, since I mostly went with what I felt was right but the numbers are probably off here and there. Though keep in mind, ammo is supposed to be limited, so I don't exactly want players to feel comfortable with the amount they have.
Anyway, those are just my thoughts. Thanks for continuing to update the mode, and I'm excited to see what you put out next!Thank you for your thoughts. The newest version is now available, with several of your suggestions (as mentioned), and a few new things to go with it. I hope you enjoy the changes. I do enjoy working on this (baring the times when it. just. doesn't. want. to. work.) though I might slow down as my course work for this semester picks up. Hopefully I can get it to a place where I consider it "completed" (or at least to the point where only minor tweaks for balance would be needed) before then.
if not cats:
player.StripAllWeapons()
if not cats:
player.StripAllWeapons()
else:
player.SetArmor( min(player.GetArmor() + 40, int(Glb.GE_MAX_ARMOR)) )
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]}
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.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.
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.(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)
That being said, under the current system I'd say these ammo counts should give good results:Code: [Select]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]}
Anyway, the switch time penalty on subsequent switches sounds interesting and I'm excited to see how it plays this Saturday!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.