
I'd see it well in some big map with hills, like Alien2. There would be a lot of chances to employ all of his weapons.
Heh, it's a good thing the UT community isn't big enough to be able to sustain news n' gossip sites around it, otherwise I imagine that juicy lil bit above would be just the spark they'd need to light up some drama that could sustain itself for weeks, even if it's from a "newbishness" remark one would only make in jest. Nothing but respect for the both of ya, obviouslyWormbo wrote:[...]a UT3-Style mutator that I ended up giving away to GreatEmerald - who, as I found out much later, is a total modding newbie.[...]
Changes from beta 4 so far:What I didn't mention in the damage listing in my previous post: Frag shrapnel and napalm glob damage values listed only apply against players. Frag shrapnel has a base damage of 20 * 0.6 = 12 against vehicles and nodes, napalm even only 7 * 0.25 = 1.75 (i.e. 1 really, but 3 with UDamage) per round of damage. Then again, in 5 seconds, a glob can hit up to 20-25 times, and there are 10 of them in total. Thus the maximum damage potential against a single target is around 250 to 300. Players on foot don't really stand a chance, because against them the Napalm does seven times more damage.
- Fixed Napalm Rocket kill message (still referred to the Draco)
- Increased Frag shrapnel base damage against players to 20 (damage against vehicles and nodes stays the same)
- Modified the mutator to replace all Leviathan variants (most maps only have one type of these anyway) and also upgrade any older versions of the Perses (PersesMAS does not extend the ONSMobileAssaultStation class, so technically it's not a Leviathan variant for the mutator)
- Homing missiles take visibility (as in Invisibility) into account, a bit like Bot AI does. Essentially if you somehow activated the invisibility combo, the maximum lock-on range of a Homing Missile against you would be reduced to about 250 UU. The idea is to not lock on to vehicles like the Stealth Badger, which also uses that property.
What I also didn't mention: The Frag shrapnel damage is based on the shrapnel's absolute speed and shrapnel uses falling physics. That means, the shrapnel will lose some speed (and thus damage) by simply traveling upwards or gain speed/damage by traveling downwards. The effect probably isn't very significant, considering the high initial speed compared to the default gravity (950 UU/s²) and the low life span. The total speed/damage for vertical upward travel is about 15%.
Tbh here, contrary to the Draco where its main weapon (the dual flamethrowers) represented an innovative, but still a quite unknown, quantity in terms of practicality, feasibility, novelty, fun and a number of other factors that needed to be tested to give us some sense of those aspects, when it comes to the Perses, well, everything about it is kinda derivative to the point where I doubt players would have much trouble understanding how to use it or how to fight it: if you're in one, just lead your moving targets as much as needed; if not, move around to dodge incoming missiles of any variety, avoid coming in direct LoS of any of the various phallic metaphors mounted atop it (:p), aaaand that's pretty much it.Karma_geddon wrote:May I propose some playtesting? As we did with the Draco?