[Weapon] - Avril serie 2 (Medium range)

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GLoups!
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[Weapon] - Avril serie 2 (Medium range)

Post by GLoups! »

This weapon is designed especially for tanks-map, I thought for a long time that pedestrians in maps full of powered vehicles could use something like that, if Mani want to try it on Minus, it 's myleveled in Ons- Torlan, so to install it just open the map then the map where you want to import it, modify the array of weapon-base, save and it's ok, no dependencies.
Description: Similar operation to the April, that launched cruises missiles, MaxSpeed take 2800 to 4000 unit, AccelerationAddPerSec 750 to 1000, Damage 125 to 250 (may be can give a chance to the raptors, if not, i can change), DamageRadius 150 TO 200, MaxAmmo=5, InitialAmount=5, news visual effects and sounds.
Not very powerfull, but the acceleration and speed can give a real advantage on certains situations. Of course the values are arbitrary, if you want most damage or less speed or different MaxAmmos, thanks for reply.

The weapon is in Bases, At the top of the towers.
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Maniac
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by Maniac »

Thanks for the idea and for the work, I'll certainly place it in MTMU!

Tested it out, here are my suggestions:
- Blast radius can be decreased a little. It feels too big now, I fear it can be used to kill pedestrians near vehicle (e.g. if vehicles defends a node), not only the vehicle itself.
- Damage capabilities are good, but I suggest to either increase damage to 300 (1-hit Raptor, 3-hit Goliath/Paladin, 2-hit Cicada - so, a rare weapon, one step closer to superweapons) or to increase ammo to 10-15 (closer to original AVRiL). The reason is 30-50% of fired rockets are usually lost, so 1 player with max ammo can only do 2-3 hits in the field (2 hits is 500, not enough for Cicada/Hellbender; 3 hits is 750, not enough for most tanks).
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GLoups!
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by GLoups! »

Thx, mani, so here it's, change paramaters, MaxSpeed take 2800 to 3750 unit, AccelerationAddPerSec 750 to 1000, Damage 125 to 300, DamageRadius 150 To 150, MaxAmmo=10, InitialAmount=10, news visual explosion effect.



Ons-Torlan-S2Avril-v2.

Edit: it seem that the damages do not really match with the specified value.
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Maniac
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by Maniac »

Thanks, GLoups!, the balance is great now, no pedestrians harmed, good damage/max ammo ratio, and good-looking visuals.
I can also suggest making recoil push force bigger (x1.5 timtes) and reload time longer (+10-20%) to indicate that you are holding the pure awesomeness in your hands? :D
P.S.: someone wanted a Manta repellent - here it is :)
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Pegasus
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by Pegasus »

As a word of caution, I think it ought to be reminded that ONS history has already demonstrated emphatically enough how rarely anything good can come from custom offensive content (i.e., vehicles and weapons) when it's created for the purpose of theoretically "narrowing" a previously established firepower gap between differently classed combatants (peds vs. vecs, weaker vs. stronger vecs), esp. when attempting to do so by elevating the lesser party, instead of when content is made with the goal of actually expanding gameplay along new directions.
Rather than helping restore a sense of balance and skill-based play in the battlefield, such type of additions - like all those "Enhanced"/XxxX/UT3-styled/Rebalanced/etc. variants of the standard infantry arsenal - have time n' time again only had the same kind of effect as the usual derivative custom vehicles that some modders used to put out (chassis from stock column A, turret from stock column B, projectile from stock column C, crank up the various firepower dials, optionally throw in a coat of fresh tex/emitter paint, n' out the door it goes), and that's been to kick off yet another turn of the usual arms race downward spiral. And, just in case anyone's forgotten, the usual losers of that process have been the stock content's users who get left behind, see their odds of coming out victorious from a confrontation with any such new gear significantly reduced, and so are themselves forced to gradually abandon their actually balanced mainstays for the new and now only viable alternatives if they want their ONS experience to not be an endless cycle of death and frustration. Just something to think about when considering funneling one's creative impulses towards an "Avril series 2", a "rocket launcher turbo", a "boosted bio rifle GTX" or anything else of that sort. Personally, I think we could stand to aim for something a bit more substantial...


PS: An Avril MkII has existed for quite awhile now, too, IIRC. Edit: as mentioned here, it's been a part of the AirPower pack since 2005!
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GLoups!
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by GLoups! »

Pegasus wrote: PS: An Avril MkII has existed for quite awhile now, too, IIRC. Edit: as mentioned here, it's been a part of the AirPower pack since 2005!

Yeah i know, but the MKII version is a little buggy, already try it, more there's big dependencies, this is what that made me think to the S2, of course I never think of a super rocket, it's creative corner after all, the pros "scripters" are gones ...

Just add a function DoFireEffect() to the weapon, for increase the recoil of the player when he shoot, the reload time is desynchronize with the sound when it's increase so i don't change it.

Ons-Torlan-S2Avril-v3.
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Re: [Weapon] - Avril serie 2 (Medium range)

Post by fors »

Unreal it is one of the few games where a fragile balance between weapons and vehicles. In this case you will most likely ruin it. Don't do this.
I understand that when you're trying to resist technique alone, it is difficult. But it must be so. equipment created for this.
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