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Thema: Crysis Wars Community Patch

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  1. #1
    VIP Avatar von Pat21
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    Standard Crysis Wars Community Patch

    Community Patch for Wars
    THIS POST WILL BE CONSTANTLY UPDATED
    Hi everyone,
    Not to long ago I was going through the forums, and I found someone complaining about the weapon balancing in Wars. Cry-Eddy, I think, responded with something like "We've given you the SDK, now fix it" (But obviously in a far kinder tone).
    So I thought to myself, what if the community tells me what they want in weapon balancing, and I do it?
    Later, I release the "patch" to the community in the form of a mod, and they can test it out in the SDK or mod their own server. They send in feedback, and the balancing is tweaked. Then maybe, just maybe, it will be accepted so well that Crytek will put it into a patch, perhaps with a few tweaks.


    NEW GAME MODE: CTF
    Good news everyone! thmage will include his (unannounced) CTF (Capture the Flag) mod with the community patch! From what I've been told the "flag" will be a MOAR, so it fits in with Crysis. It is not yet complete, but he says that he will just need to finish one more thing to perfect it. There will be a comprehensive description of it once thmage announces his mod, and I get the codes.

    Flamers is also working on a CTF map and it should be up now! Enjoy!


    NEW GAME MODE: CONVOY
    I got this idea of another member a very long time ago, and I thought that it sounded pretty good.
    Basically, one team (US, in this case) starts with a convoy of spawn trucks, APCs, helicopters, jeeps, and a TAC tank. There will also be some weapon spawning points, but you can also buy other stuff from the trucks. Everything will respawn there.
    The other team (NK) will start in its own base, complete with a prototype factory, several energy sites, a war factory and maybe some other stuff. There will be no bunkers. Spawn trucks must be used.
    Basically, the US will need to drive to a predetermined location where the TAC tank can actually fire at the NK base. If they're too slow then the NK will eventually get enough energy to buy a TAC tank, and the location to nuke the US base will be easy to get to.
    I'm basing the map off Mesa with some tweaks.
    I need help with respawnable spawntrucks.


    NEW WEAPON: AntiAir LAW
    I downloaded Kilroy357's mod which reactivates the LAW's lock-on capabilities. I used this to make a new LAW with 1 missile and a different type of rocket. The rocket is very inaccurate when unscoped which should stop misuse of it somewhat. I'll tweak it to make it ineffective against ground units. Somehow. I really don't want to change the damage multipliers as that would feel lazy

    Here's a video of it in action. The missile screwed around so much because I purposely delayed shooting even when the missile was locked
    http://www.youtube.com/watch?v=om0xvxpmwNI
    Note: The video will remain unavailable for about 5 minutes after I upload it.
    The video is outdated. It now has an explosion, takes 2 shots to kill, flies slower and turns slower.
    The VTOL looks so screwed up because I forced its movement by using the trackview tool


    NEW WEAPON: Rapid AntiAir LAW
    An adjusted anti-air LAW for the Community Patch for Crysis Wars. It has 10 missiles and locks on in 0.5 seconds. There is a 3 second delay before it actually starts seeking. Overall, it does the same damage as the anti-air LAW (about 56%).
    Note: The video will remain unavailable for about 10 minutes after I upload it.
    http://www.youtube.com/watch?v=MwHKDcotCKA


    NEW WEAPON: Heavy AntiAir LAW
    For the Crysis Wars Community Patch. The HeavyAntiAirLAW will be incredibly expensive, yet almost entirely guarantee a kill against those pesky VTOLs. The final explosion most likely will be brighter, longer lasting and generally more awesome, however.
    http://www.youtube.com/watch?v=9QuNVYHgk8Q

    DAMAGE MULTIPLIER VOTE
    I was going through the files and found the section which determines how much extra damage shooting someone it the chest or head will do. Here's what it looks like:
    Code:
    	helmet		= 1.25,
    	kevlar		= 1.15,
    
    	head 	        = 1.68,
    	torso 		= 1.15,
    	arm_left	= 0.96,
    	arm_right	= 0.96,
    	leg_left	= 0.96,
    	leg_right	= 0.96,
    
    	foot_left	= 0.96,
    	foot_right	= 0.96,
    	hand_left	= 0.96,
    	hand_right	= 0.96,
    	assist_min= 0.8,
    Should it be changed?


    SHOTGUN VOTE
    Fast firing or slow firing?
    Right now it's slow firing, like in Crysis. That's slow firing.


    GENERAL RECOIL VOTE
    As you may already know, the "recoil" in Wars always rises to a set amount.
    Should I remove this set amount, so if you spray without adjusting your aim you begin limitlessly firing upwards, or should I make it hit a barrier?
    Due to technical difficulties, the barrier is still there, but way higher.


    LASER VOTE
    I'm thinking about making the laser reduce spread by like 10% on non-automatic weapons (pistol, snipers, shotgun).
    Because with weapons like the SCAR sustained firing will be so disorientating that the laser will be useless. But with a slower-firing weapon you'd actually be able to see the laser's dot, so you will become more accurate.
    What do you think, everyone? Effective laser in semi-automatic, or should I treat the semi-automatic weapons the same?


    Below is a changelog of what I have done, and what I am doing, and what I haven't even started. Please give me feedback, as this will need the community's support to be successful. If you have a know-how with guns, please do tell me.
    My overall aim to to weaken all weapons ever so slightly for extended firefights, add recoil, and reduce the effectiveness of the laser sight.

    SCAR (Done!)
    Aim: To make it weaker than the FY71, but with less recoil.
    Reduce laser effectiveness (feedback needed)
    -Normal spread:
    <param name="min" value="1.25" />
    <param name="max" value="2.10" />

    -Spread with laser:
    <param name="min" value="1.20" />
    <param name="max" value="2.05" />

    Increase recoil
    Reduce damage
    Adjust swaying for iron sights
    Adjust swaying for reflex sights
    Adjust swaying for assault scope
    Adjust swaying for sniper scope


    FY71 (Done!)
    Aim: To make it stronger than the SCAR, but with more recoil.
    Reduce laser effectiveness (feedback needed)
    -Normal spread:
    <param name="min" value="1.00" />
    <param name="max" value="1.75" />

    -Spread with laser:
    <param name="min" value="0.95" />
    <param name="max" value="1.65" />

    Reduce damage
    Increase recoil
    Adjust swaying for iron sights
    Adjust swaying for reflex sights
    Adjust swaying for assault scope
    Adjust swaying for sniper scope


    Shotgun
    Aim: Slow firing, high damage, lots of recoil
    Increase recoil
    Adjust laser effectiveness (VOTE!!)
    Adjust damage
    Adjust swaying for iron sights
    Adjust swaying for reflex sights
    Adjust swaying for assault scope
    Adjust swaying for sniper scope


    Precision Rifle
    Aim: To add more sway, and make stand-strafe-sniping almost impossible.
    Adjust swaying for sniper scope
    -The weapon has huge swaying when you're standing up. -The swaying is reduced by 50% when you're in strength. -The swaying is reduced by 40% when you're crouched. -The swaying is reduced by 80% when you're pr0ned.
    Weapon experts: How much difference would standing, crouching, etc. actually make on your shot?

    Reduce damage (88 to 80, what do you think?)
    Increase recoil
    Once you fire the aimer goes off target
    Reduce laser effectiveness
    Adjust swaying for iron sights
    Adjust swaying for reflex sights
    Adjust swaying for assault scope


    Gauss Rifle
    (No detailed plans. Increase swaying.)
    Reduce laser effectiveness
    Adjust swaying for iron sights
    Adjust swaying for reflex sights
    Adjust swaying for assault scope


    AY69 (Done!)
    Aim: More recoil! Reduce laser effectiveness.
    Increase recoil
    Reduce laser effectiveness


    SOCOM (Done!)
    More recoil in sustained shooting. Less damage.
    Increase recoil
    Less damage
    Reduce laser effectiveness somewhat

    Minigun (Done!)
    Aim: To make it have quickly adaptable recoil and fire more bullets.
    Reduce laser effectiveness (feedback needed)
    -Normal spread:
    <param name="min" value="1.35" />
    <param name="max" value="2.35" />

    -Spread with laser:
    <param name="min" value="1.34" />
    <param name="max" value="2.34" />

    Increase fire-rate (1000rpm to 4000rpm, what do you think?)
    Reduce damage
    Increase recoil


    MOAC (Done!)
    Aim: Longer firing. More recoil.
    Increase firing period (4 secs to 5 secs)
    More recoil added

    MOAR (Done!)
    Aim: To make it longer ranged, to reduce the warm-up time, and to increase the firing period.
    Reduce laser effectiveness (feedback needed)
    -Normal spread:
    <param name="min" value="0.035" />
    <param name="max" value="2.30" />

    -Spread with laser:
    <param name="min" value="0.025" />
    <param name="max" value="2.30" />
    Note: I'm not sure if these values are correct, as the laser may only affect the MOAC...

    Increase range (25m to 40m)
    Increase firing period (4 secs to 5 secs)
    Reduce warmup time (1.3 secs to 0.9 secs)


    Missile Launcher
    Aim: Bigger blast, faster firing, still ineffective against infantry.
    Increase rate of fire (From 14rpm to 17rpm, what do you think?)
    Bigger explosion


    C4
    Aim: Hold 2 instead of 1, slower selection time for detonator to stop suicide bombings.
    Make max holdable 2


    Frag Grenade (Done!)
    Aim: Increase explosion radius, reduce damage.
    Increase explosion
    Reduce damage


    Flashbang (Done!)
    Aim: Larger blinding distance
    Increase blinding distance


    Anti-Air Artillery Gun (Done!)
    Aim: To make it more useful. Somehow reduce effectiveness against ground-forces, due to the 3rd person aiming exploit.
    Increase fire rate
    Increase missile fire rate


    I'm also thinking about increasing the swimming speed. What do you think?

    Thank you )
    Quelle: http://www.crymod.com/thread.php?threadid=48981

    NEW WEAPON: Rapid AntiAir LAW
    An adjusted anti-air LAW for the Community Patch for Crysis Wars. It has 10 missiles and locks on in 0.5 seconds. There is a 3 second delay before it actually starts seeking. Overall, it does the same damage as the anti-air LAW (about 56%).
    Note: The video will remain unavailable for about 10 minutes after I upload it.
    http://www.youtube.com/watch?v=MwHKDcotCKA


    NEW WEAPON: Heavy AntiAir LAW
    For the Crysis Wars Community Patch. The HeavyAntiAirLAW will be incredibly expensive, yet almost entirely guarantee a kill against those pesky VTOLs. The final explosion most likely will be brighter, longer lasting and generally more awesome, however.
    http://www.youtube.com/watch?v=9QuNVYHgk8Q
    Quelle: http://www.crymod.com/thread.php?threadid=48981

  2. #2
    Co-Administrator Avatar von ZaCXeeD
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    Hört sich schonmal sehr überzeugend an....bin mal gespannt wann das kommt bzw wie es sich machen wird, ob dann doch jeder das nutzen wird...

    Solang da Crytek nicht ein bisschen mit PR und so mitmacht denk ich wird das eher so am Rande auffallen...

  3. #3
    VIP Avatar von foofi
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    Zitat Zitat von Crysis2142 Beitrag anzeigen
    Hört sich schonmal sehr überzeugend an....bin mal gespannt wann das kommt bzw wie es sich machen wird, ob dann doch jeder das nutzen wird...

    Solang da Crytek nicht ein bisschen mit PR und so mitmacht denk ich wird das eher so am Rande auffallen...
    genau dasselbe denke ich mir auch... zudem ist das dann richtig blöd, wenn der Communitypatch da ist und Crytek noch einen Patch by the way raushaut... dann können die diesen Patch eigentlich in die Tonne hauen und müssen neu anfangen, oder die Arbeit am CP läuft und es kommt ein weiterer Patch, sodann ist die Arbeit wieder umsonst gewesen...

    CP´s sind eine gute Sache!!! Aber man muss zuerst 100%ig sein, dass wirklich auch kein weiterer Patch kommen wird.

    Und wie gesagt: Ohne großen Support von der PR wird das ganze wahrscheinlich nichts werden.

    Das einzige gute: Crymod! Das ist der einzige Ort, wo man sowas auch Planen kann.

  4. #4
    Semi Pro Avatar von StAgEfrIgHt
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    wow.. hört sich alles super an nur warum wird beim sniper das damage noch heruntergesetzt??? das is doch kompletter schwachsinn. ein sniper muss beim erstem schuss töten, nicht nur headshot ( Cod4! ) tja nur ist crysis wieder da eine ausnahme... arm..

  5. #5
    Co-Administrator Avatar von ZaCXeeD
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    Zitat Zitat von StAgEfrIgHt Beitrag anzeigen
    wow.. hört sich alles super an nur warum wird beim sniper das damage noch heruntergesetzt??? das is doch kompletter schwachsinn. ein sniper muss beim erstem schuss töten, nicht nur headshot ( Cod4! ) tja nur ist crysis wieder da eine ausnahme... arm..
    Dir ist schon aufgefallen das alle mit den selben Nanosuit rumrennen im MP oder?^^

    Bei einem normalen Mensche zerfetzt es, sofern man trifft. Aber da man ja den super dollen Nanosuit trägt prallt der erstma ab^^

  6. #6
    Professional Avatar von XcorpioN
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    So berauschend finde ich das jetzt nicht muss ich ganz ehrlich sagen

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