Kyto

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Kyto last won the day on February 22

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About Kyto

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  1. Interesting idea, could be tried out as a mutator. However on the surface it does make timing more complicated: "item respawns x seconds after being picked" vs "item respawns x seconds after being picked OR every even minute". Losing control before the even minutes would be less bad aswell which feels kinda arbitrary (but then again it would give you a time when pushing would be less riskier and hence encourage that). But it does make the game less "hardcore" by giving handouts to out-of-control players. If we're talking about making timing a less hidden part of the game, IMO timestamps should just be part of the default HUD and on by default. That really should send the message. Also the tutorial/training should for sure have a timing/cycling part.
  2. duel

    I'm hesitant to changes when it comes to maps that are already pretty established like Furnace although I do understand the problem. I don't feel there's a need to do it. If it's something that peeps find really needs addressing then it's worth trying but the implications of changing the tele-exit closer to MH aren't necessarily immediately noticeable. Sure it makes it slower to back into the teleporter but it also makes holding MH against attacks through it harder.
  3. For me the performance hit seems to creep up as I play. Like after 3 duels I got -50fps a bit more and it becomes -100fps. A restart fixes it for a while.
  4. Yeah it could be a problem unless it's only exposed during warmup. All I want is for the spawn system to not be so obscured.
  5. Recently I started collecting a list of small suggestions/bugs that every now and then bug me. None of these really deserve a topic of their own so I waited until I couldn't think of anymore that'd fall into the "small" category. - Spawning on suicide shouldn't be random and/or suicide disabled (in duel at the very least) - Dropped weapons shouldn't make the pickup sound when they expire - Don't require spectators to callvote map (often they are afk and the vote will fail) - Have a robo-hologram (or some other indicator) on spawn points - Remove penalty reload time when firing an empty weapon - Callvote timeout, callvote pause - Command to nullify string cvars - Forcing enemycolors on spec - Enemy/friendly sounds based on the player you're spectating - Expose spawns on LUA (% to on a specific spawn, flags that indicate what blocks a spawn) - Show crosshair when spectating enemies - Projectiles fired with Carnage should have 4x damage even if Carnage expires before they explode (and projectiles fired before Carnage was picked up shouldn't do 4x damage) - Projectiles fired with Carnage should have a Carnage-effect on them - Update stats in warmup, reset when warmup ends (for accuracy tracking etc.) - Show previous stats on scoreboard in warmup after a game has ended - Make scoreboard scalable - Lockdown cl_playercolour1/2/3, selected robot-parts/melee during the game (to prevent widgets that automatically change these things) - Weapon dropping in teammodes - Destroy projectiles after the game ends Feel free to post your own small suggestions/bugs or expand on any of these. Would also like to hear the devs thoughts on these (@shooter).
  6. IMO 1 rocket is much worse in experimental since the main utility of IC against rockets was the ability to keep the enemy at bay due to knockback, which is now reduced too much for that to work and the slightly increased DPS doesn't really help in that scenario. Basically if you get enough speed you can easily get close enough for the IC to be negligible against rockets. Sure you can try if the stake will be a viable counter to the 1 RL (and it probably is) but without the stake in the current experimental ruleset the RL is even more important.
  7. Firing IC into water should vaporize it.
  8. IC feels too weak now; it's either the different rate of fire or too low ground knockback. Rockets on the other hand are way too strong, there are no longer situations where IC > RL because the splash radius makes the rockets almost undodgeable. Also the amount of damage relative to distance of the impact is ridiculous, you can "miss" a shot by 2-3 robots width and get 30-60 dmg. Nades hitboxes are perhaps a bit too small now and they still don't work as areal denial. Plasma is strong which is fine but it's too easy to hit. Maybe a slower rate of fire, slower projectile speed and higher damage balls would work (QL stylish?).
  9. I don't think you can stretch it that far. If you're in control you will always have an advantage with non-global sounds: if the enemy gets close to hear something they are putting themselves in danger, if they are far away they lose information on the pickup. Whereas moving silently slows you down and you can't pickup items without breaking the silence whether you're in or out of control. In the end non-global sounds will always be a net gain to the in control player, and I wouldn't wanna tilt it that way.
  10. Having non-global sounds just brings more uncertainty to the game. The only thing it adds is the ability to delay a pickup but I don't think that outweighs the cons. Sure you can counter that by making "info plays" where you get into a position to hear an item pickup but I'm pretty sure there'll always be something more important you could be doing at the time (plus it encourages slower play - which I don't think Reflex is about). It's also not fun if you have to crank volume up, stop listening to sweet tunes and stop using VoIP just to not get fucked over by being unable to hear something. Global sounds allow you to make informed decisions, manipulate item respawn cycles, follow the game's flow whether you're in or out of control. IMO Reflex has the best in/out of control balance of any AFPS but non-global sounds will definitely tilt that scale in favor of the in control player. As to whether sounds should be global or just have a larger audible range I don't know but there isn't a single duel map that's being played where I shouldn't be able to hear an armor pickup from the other side of the map.
  11. - Knockback in general now is bananas, it's unnatural, unintuitive: a player in air moving 600-800ups to some direction who gets hit in the feet from a rocket from the opposite direction will go on a moon flight straight up. - Getting plasmaed in the feet will make you float in the air unable to do shit all. - IC ground knockback is negligible. You can crouchwalk through a 100% accurate IC-stream and you can no longer punish players for bad positioning because they can just walk through the beam (imagine a player getting shafted on PG YA or Bolt in Furnace). - Rocket radius/dmg fall-off changes make mid range rockets undodgeable. - Stake was alright in 46.1, haven't tested it on 46.2 but on paper I dislike the changes (especially 110dmg). - Nades seem fine.
  12. Nope, increment only.
  13. http://pastebin.com/fUqmXrYj bind game up ui_volumeControl_increment 0.05 bind game down ui_volumeControl_increment -0.05
  14. Things that I see really important to fix: - Fix melee hitreg. Reason: Everyone knows how annoying it is to get false positives. - Reduce nade hitbox (I'd go for 80%) Reason: Everyone seems to be whining about nades lately. - Increase nade splash radius Reason: This would promote using nades more as an area denial (spam) weapon. Right now a stacked player will just jump past them taking minimal damage. - Increase rocket hitbox and make the rocket combat (knockback?) smoother, more predictable Reason: Rocket hitbox is ridiculously small (goes through gaps in the pillars on Catalyst). Rocket combat is really chaotic whereas in Q3/QL/CPM it's much more smoother. - Reduce IC ground knockback Reason: When you hit 100% shaft on a grounded player they get "locked" and dodging becomes really hard. - Bring back stake gun Things I think might be worth trying out: - Reduce melee damage to 80 Reason: I like the strong melee because it discourages getting to close to a fresh spawn but I've seen a lot of players whine about this. For TDM/CTF it does feel broken though. - Make IC firerate slower Reason: This might be the overall problem with IC. I'd say either do this or the ground knockback reduction. In general I don't feel the IC is as "broken" as many players say it is, but I could accept a small nerf to it just for the sake of shutting up the whiners (kinda how I feel about nades too tbh). As a bonus suggestion. Here's a perfect ammo system I wrote into a ruleset for Q3edawn a few years ago: - Weapons on the map give you enough ammo to reach the base ammo amount unless you have more than the box ammo amount in which case you just get as much as the box ammo (you got RL with 3 ammo and pickup RL again -> 10 ammo, or if you got RL with 7 ammo and pickup RL again -> 12 ammo) - Boxes always give the box ammo amount - Weapons dropped by a dying player give the box ammo amount - Weapons dropped by a teammate (\dropweapon pls) give the amount of ammo they are dropped with - In non-teammodes, the first time you pickup a weapon you always get the base amount of ammo Base ammo Burst Gun: 10 Shotgun: 10 Grenade Launcher: 5 Rocket Launcher: 10 Ion Cannon: 50 or 100 Bolt Rifle: 5 Plasma Gun: 50 Box ammo Burst Gun: 10 Shotgun: 5 Grenade Launcher: 5 Rocket Launcher: 5 Ion Cannon: 50 Bolt Rifle: 5 Plasma Gun: 50 The main reason for making this ammo system was to eliminate the pickup order affecting the amount of ammo you get. Whether that's a good thing or not is debatable. It was also designed around duel so for teammodes you might wanna consider backpacks.
  15. I kinda think the rail is perfectly balanced damage and firerate wise. Starting/max ammo could do with a change tho.