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Author Topic: CMT's The Silent Cartographer: Evolved - Release & Beyond (908 messages, Page 13 of 26)
Moderators: Dennis

WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Mar 13, 2015 06:02 PM    Msg. 421 of 908       
Quote: --- Original message by: AlekosGR
So... What is cheat_jetpack supposed to do? Cortana seemed a little pisssed.








http://imgur.com/a/zBt3K


Note, I turned the code on in the UI before starting up the level. Also, this is on "normal" difficulty.


EDIT:
Quote: --- Original message by: CirkuitBreaker
It can't be a bug. It has to be intentional. Cortana says "What the hell are you doing?" which is the same line she says if you kill Captain Keyes in A10. This was intentionally put there.
Edited by CirkuitBreaker on Mar 13, 2015 at 06:00 PM


1) I think the devs know what they're talking about.
2)I think what he means is that that particular dialogue isn't supposed to trigger like that for no discernible reason.
Edited by WWLinkMasterX on Mar 13, 2015 at 06:06 PM


CirkuitBreaker
Joined: Feb 28, 2015


Posted: Mar 13, 2015 06:10 PM    Msg. 422 of 908       
I think it was a debug feature put there so that playtesters could skip half the level and they forgot to take it out.
Edited by CirkuitBreaker on Mar 13, 2015 at 06:31 PM


teh lag
Joined: May 6, 2008


Posted: Mar 13, 2015 06:23 PM    Msg. 423 of 908       
Quote: --- Original message by: CirkuitBreaker
I think it was a debug feature put there so that playtesters could skip half the level and they forgot to take it out.


the cortana line is intentional, but it's not supposed to play when you heard it play. it was deliberately added to give some flavor for players who skip past the locked door. (it's not supposed to play if you haven't skipped past the door). i assure you that you most definitely encountered bug. i'm working on fixing it as i type this!
Edited by teh lag on Mar 13, 2015 at 06:24 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 13, 2015 06:23 PM    Msg. 424 of 908       
cool mode spawns a wraith on the beach as well


CirkuitBreaker
Joined: Feb 28, 2015


Posted: Mar 13, 2015 06:32 PM    Msg. 425 of 908       
Quote: --- Original message by: teh lag

Quote: --- Original message by: CirkuitBreaker
I think it was a debug feature put there so that playtesters could skip half the level and they forgot to take it out.


the cortana line is intentional, but it's not supposed to play when you heard it play. it was deliberately added to give some flavor for players who skip past the locked door. (it's not supposed to play if you haven't skipped past the door). i assure you that you most definitely encountered bug. i'm working on fixing it as i type this!
Edited by teh lag on Mar 13, 2015 at 06:24 PM


Leave it there! It's amazing!


austen1000
Joined: Sep 4, 2012


Posted: Mar 13, 2015 07:15 PM    Msg. 426 of 908       
Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 13, 2015 07:35 PM    Msg. 427 of 908       
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


Did you think of this alone ?


austen1000
Joined: Sep 4, 2012


Posted: Mar 13, 2015 07:56 PM    Msg. 428 of 908       
Quote: --- Original message by: bourrin33
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


Did you think of this alone ?


No one else posted about it (outside of that bug report, I mean), and since everyone is posting their findings, I thought "might as well".
Edited by austen1000 on Mar 13, 2015 at 08:07 PM


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Mar 13, 2015 08:10 PM    Msg. 429 of 908       
Quote: --- Original message by: austen1000

Quote: --- Original message by: bourrin33
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


Did you think of this alone ?


No one else posted about it (outside of that bug report, I mean), and since everyone is posting their findings, I thought "might as well".
Edited by austen1000 on Mar 13, 2015 at 08:07 PM


If you time it well, you can boost to the bottom and grab the MLG DMR


austen1000
Joined: Sep 4, 2012


Posted: Mar 13, 2015 08:15 PM    Msg. 430 of 908       
Quote: --- Original message by: Ubermaniac
Quote: --- Original message by: austen1000

Quote: --- Original message by: bourrin33
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


Did you think of this alone ?


No one else posted about it (outside of that bug report, I mean), and since everyone is posting their findings, I thought "might as well".
Edited by austen1000 on Mar 13, 2015 at 08:07 PM


If you time it well, you can boost to the bottom and grab the MLG DMR


Noted. I haven't done much in the ways of Easter Egg hunting. But, I will eventually get to that.

And the Noble ending is indeed creepy. How did you guys managed to make it so the player is lifted up into the air like that?


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 13, 2015 08:25 PM    Msg. 431 of 908       
Quote: --- Original message by: austen1000
Quote: --- Original message by: Ubermaniac
Quote: --- Original message by: austen1000

Quote: --- Original message by: bourrin33
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.
Edited by austen1000 on Mar 13, 2015 at 07:18 PM


Did you think of this alone ?


No one else posted about it (outside of that bug report, I mean), and since everyone is posting their findings, I thought "might as well".
Edited by austen1000 on Mar 13, 2015 at 08:07 PM


If you time it well, you can boost to the bottom and grab the MLG DMR


Noted. I haven't done much in the ways of Easter Egg hunting. But, I will eventually get to that.

And the Noble ending is indeed creepy. How did you guys managed to make it so the player is lifted up into the air like that?


I don't reckon you can. One idea might be to park a vehicle close to the entrance and get in that, however. I'm too lazy to try it myself.


UGoBoom
Joined: Mar 3, 2015

=CE=UGoBoom


Posted: Mar 13, 2015 10:11 PM    Msg. 432 of 908       
I'm having quite a troubled time beating the **spoiler alert** spartan near the end. Am I missing something? I've been at it for 30 minutes, this guy is unbeatable.

Edit: I got him stuck in terrain and after 3 minutes of headshots I killed him. A bit ridiculous? Did I do this the hard way?
Edited by UGoBoom on Mar 13, 2015 at 10:23 PM

Edit 2: More spoilers: Jesus christ those chief heads. I'm so startled right now. Also slender keys were creepy as hell. I grenaded myself and the level reset. Was there more? Oh, and where did you guys get the chief dialogue from, halo 4?
Edited by UGoBoom on Mar 13, 2015 at 10:39 PM


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 13, 2015 10:18 PM    Msg. 433 of 908       
Quote: --- Original message by: UGoBoom
I'm having quite a troubled time beating the **spoiler alert** spartan near the end. Am I missing something? I've been at it for 30 minutes, this guy is unbeatable.


The answer is really simpler than you'd think.


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 13, 2015 10:40 PM    Msg. 434 of 908       
Quote: --- Original message by: UGoBoom

I'm having quite a troubled time beating the **spoiler alert** spartan near the end. Am I missing something? I've been at it for 30 minutes, this guy is unbeatable.

Edit: I got him stuck in terrain and after 3 minutes of headshots I killed him. A bit ridiculous? Did I do this the hard way?
Edited by UGoBoom on Mar 13, 2015 at 10:23 PM

I just used half of my shrekter's ammo to pop his shields and then a headshot to finish him off. I think you can also use a charged plasma pistol shot and a headshot to kill him easily, so I guess you did it the hard way.


UGoBoom
Joined: Mar 3, 2015

=CE=UGoBoom


Posted: Mar 13, 2015 10:47 PM    Msg. 435 of 908       
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: UGoBoom

I'm having quite a troubled time beating the **spoiler alert** spartan near the end. Am I missing something? I've been at it for 30 minutes, this guy is unbeatable.

Edit: I got him stuck in terrain and after 3 minutes of headshots I killed him. A bit ridiculous? Did I do this the hard way?
Edited by UGoBoom on Mar 13, 2015 at 10:23 PM

I just used half of my shrekter's ammo to pop his shields and then a headshot to finish him off. I think you can also use a charged plasma pistol shot and a headshot to kill him easily, so I guess you did it the hard way.


I didn't pick up a plasma pistol on the way, and there wasn't any in the room :( EMP grenades did nothing either. Anyways, I finished it. I think I'm going to go lie down now.


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 13, 2015 10:51 PM    Msg. 436 of 908       
EMP Grenades seem to not do anything but, if he's stuck, two of those should pop his shields.
Edited by Danger_zone_98 on Mar 13, 2015 at 10:52 PM


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 13, 2015 11:00 PM    Msg. 437 of 908       
You could have also just hit him in the back while he was distracted by the Elite with the Tophat.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 13, 2015 11:02 PM    Msg. 438 of 908       
SPOILER?
The plasma grenades should fall from the sky with a whole bunch of dead grunts.
It didn't happen at first for me. I EMP grenaded the dude before the grunts appeared.
Took me a while.

I think there's a bunch of scripting hocus pocus that goes on.


zippo7
Joined: Jul 28, 2010


Posted: Mar 13, 2015 11:07 PM    Msg. 439 of 908       
I can't figure this one out, it crashes after the pelicans first appear.

<?xml version="1.0" encoding="UTF-8"?>

-<CrashRpt version="1401">

<CrashGUID>92da4761-3169-4b8e-8191-be766e4eba1d</CrashGUID>

<AppName>OpenSauce Halo CE</AppName>

<AppVersion>4.0.0</AppVersion>

<ImageName>D:\Halo Custom Edition\haloce.exe</ImageName>

<OperatingSystem>Windows 7 Home Premium Build 7601</OperatingSystem>

<OSIs64Bit>1</OSIs64Bit>

<GeoLocation>nb-no</GeoLocation>

<SystemTimeUTC>2015-03-14T02:55:27Z</SystemTimeUTC>

<ExceptionAddress>0x4498ba</ExceptionAddress>

<ExceptionModule>D:\Halo Custom Edition\haloce.exe</ExceptionModule>

<ExceptionModuleBase>0x400000</ExceptionModuleBase>

<ExceptionModuleVersion>1.0.10.621</ExceptionModuleVersion>

<ExceptionType>0</ExceptionType>

<ExceptionCode>-1073741819</ExceptionCode>

<GUIResourceCount>221</GUIResourceCount>

<OpenHandleCount>295</OpenHandleCount>

<MemoryUsageKbytes>351344</MemoryUsageKbytes>


-<CustomProps>

<Prop value="2015.03.02" name="BuildDate"/>

<Prop value="INTEL" name="CPUArchitecture"/>

<Prop value="true" name="CPUFeat_3DNOW"/>

<Prop value="false" name="CPUFeat_CHANNELS"/>

<Prop value="false" name="CPUFeat_COMPARE64_EXCHANGE128"/>

<Prop value="true" name="CPUFeat_COMPARE_EXCHANGE"/>

<Prop value="true" name="CPUFeat_COMPARE_EXCHANGE128"/>

<Prop value="true" name="CPUFeat_DEP"/>

<Prop value="false" name="CPUFeat_FLOATING_POINT_EMULATED"/>

<Prop value="false" name="CPUFeat_FLOATING_POINT_PRECISION_ERRATA"/>

<Prop value="true" name="CPUFeat_MMX"/>

<Prop value="true" name="CPUFeat_PAE"/>

<Prop value="true" name="CPUFeat_RDTSC"/>

<Prop value="true" name="CPUFeat_SSE"/>

<Prop value="true" name="CPUFeat_SSE2"/>

<Prop value="true" name="CPUFeat_SSE3"/>

<Prop value="2" name="CPUNumberOfProcessors"/>

<Prop value=""D:\Halo Custom Edition\haloce.exe" -console -devmode -vidmode 1768,992,60" name="CommandLine"/>

<Prop value="NVIDIA GeForce GTS 450" name="D3DDescription"/>

<Prop value="0xDC4" name="D3DDeviceId"/>

<Prop value="\\.\DISPLAY1" name="D3DDeviceName"/>

<Prop value="nvd3dum.dll" name="D3DDriver"/>

<Prop value="9.18.13.3489" name="D3DDriverVersion"/>

<Prop value="0xA1" name="D3DRevision"/>

<Prop value="0x83651043" name="D3DSubSysId"/>

<Prop value="0x10DE" name="D3DVendorId"/>

<Prop value="b30_evolved" name="MapName"/>

</CustomProps>


-<FileList>

<FileItem name="OS_Settings.User.xml" optional="1" description="User settings file"/>

<FileItem name="core.bin" optional="1" description="Gamestate dump"/>

<FileItem name="crashdump.dmp" description="Crash Minidump"/>

<FileItem name="crashrpt.xml" description="Crash Description XML"/>

<FileItem name="framedump.jpg" optional="1" description="Frame dump"/>

</FileList>

</CrashRpt>


UGoBoom
Joined: Mar 3, 2015

=CE=UGoBoom


Posted: Mar 13, 2015 11:09 PM    Msg. 440 of 908       
Quote: --- Original message by: RabbitFood
You could have also just hit him in the back while he was distracted by the Elite with the Tophat.

Yeah, stupid 1-hour ago me killed the elite.


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 13, 2015 11:13 PM    Msg. 441 of 908       
I found some bugs:

I was playing on heroic, trying to get the Storm Rifle, but when I got there, I realized that I had forgotten to bring a Ghost with me, so I went back to the part where there was the floating tree bug to pick up the last Ghost I found. After killing the enemies that spawned in the areas that I had already cleared, I got back to the Storm Rifle's place with the Ghost.

Then



...I destroyed its gun, but it would keep staying there, trying to "shoot" the marines.


I also found ~3 of these guys standing there, without doing anything at all:




And lastly, whenever I tried to exit the Ghost in this area



...I would instantly die with no apparent reason



I don't know if that bug is connected somehow with the fact that I went back to get the Ghost.
Edited by Danger_zone_98 on Mar 14, 2015 at 12:12 AM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Mar 14, 2015 01:15 AM    Msg. 442 of 908       
Quote: --- Original message by: DOOM899
Quote: --- Original message by: CirkuitBreaker
I don't understand what just happened. I put the game on normal, got in the warthog, went the normal way, then turned around and went the back way through the cave and Cortana yells "WHAT THE HELL ARE YOU DOING?" Then it tells me the security has been deactivated and Cortana tells me to proceed to the map room. Sure enough, the doors are unlocked.
yeah I got that two. by the look of it.it was the ghost cuz as soon as you got near it that happens
read this


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 14, 2015 03:09 AM    Msg. 443 of 908       
Hi Teh Lag,

Since I see you're still updating the mapfile to fix bugs, I have a minor encounter suggestion.

I personally felt that the bravo squad encounter could have been a bit more exciting. If you add some more cover near the crash site, and then have a small "defense" moment, with covenant rushing you from the bridge and/or the higher ground, that could be an exciting addition. Make the player work a bit more to secure his heavy weapons!
Especially since for the rest there isn't too much marine interaction in the level, aside from the start and warthog gunners.

Cheers.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Mar 14, 2015 04:04 AM    Msg. 444 of 908       
Quote: --- Original message by: UGoBoom
Quote: --- Original message by: RabbitFood
You could have also just hit him in the back while he was distracted by the Elite with the Tophat.

Yeah, stupid 1-hour ago me killed the elite.


The way I always do it is hit him with three rockets, then continually DMR at his head until his shield pops, then try to headshot him before he can run away.

Apparently there's an "easy" way to do it though.


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 14, 2015 11:59 AM    Msg. 445 of 908       
Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: UGoBoom
Quote: --- Original message by: RabbitFood
You could have also just hit him in the back while he was distracted by the Elite with the Tophat.

Yeah, stupid 1-hour ago me killed the elite.


The way I always do it is hit him with three rockets, then continually DMR at his head until his shield pops, then try to headshot him before he can run away.

Apparently there's an "easy" way to do it though.


Yeah, just melee in the back. Yall is treating him like a Hunter instead of an Elite with lotsa shielding and gets conveniently distracted once in a while.


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 14, 2015 02:10 PM    Msg. 446 of 908       
I keep exceptioning everytime I kill the brute leader with the FRG while using cheat_jetpack 1
Edited by Danger_zone_98 on Mar 14, 2015 at 02:13 PM


CirkuitBreaker
Joined: Feb 28, 2015


Posted: Mar 14, 2015 02:36 PM    Msg. 447 of 908       
Quote: --- Original message by: Danger_zone_98

-snip-

And lastly, whenever I tried to exit the Ghost in this area

-snip-

...I would instantly die with no apparent reason

-snip-

I don't know if that bug is connected somehow with the fact that I went back to get the Ghost.
Edited by Danger_zone_98 on Mar 14, 2015 at 12:12 AM


Sometimes when I get in the gauss hog, if I get out in that area I instantly die. That bug is not limited to the ghost.


teh lag
Joined: May 6, 2008


Posted: Mar 14, 2015 04:59 PM    Msg. 448 of 908       
The issue with Marine allies going braindead / freezing when riding on Wraith wings has been fixed for the next patch.

The cause of the problem was the game's ai_vehicle_encounter system fighting against our own cutom system that migrates marines across BSPs so they can follow you around. We needed the former to allow AI to behave sanely when piloting + riding on Wraiths. We of course need the latter to keep Marines behaving correctly when the player's vehicle takes them to new BSPs. (The system generally does what it should for Warthogs, and for Wraiths that aren't meant to be used by AI - like the one spawned with cheat_jetpack.)

The problem was that Wraiths with an ai_vehicle_encounter were reassigning the Marines riding on them to that encounter, which was potentially incompatible with the BSP that the player was in. This was nullifying the effects of the marine BSP migration system and caused the AI for the units to stop working. Additionally, when the Marines exited the player's Wraith, they were actually being re-assigned automatically by the game back to the encounter that they had before they entered the Wraith. Since they're no longer on an "active" vehicle, that caused them to become "inactive" and freeze.

The fix for this is to save an object_list for the player vehicle's riders when the player exits it, force them to exit the vehicle (we already did this), and then forcibly re-migrate those AI objects to an appropriate encounter / squad for the player's current location on the next frame. We also need to re-assign the affected Wraiths to an ai_vehicle_encounter appropriate for the player's current location as well. It's a real hassle.

We are now looking into the issues with backtracking from the foot return into the crashed Pelican area and the mysterious vehicle deaths in the same.

(Fighting these sorts of issues is a big part of why the map took 3 years).
Edited by teh lag on Mar 14, 2015 at 05:10 PM


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 14, 2015 05:14 PM    Msg. 449 of 908       
Quote: --- Original message by: austen1000

Found the actual way to skip the door. You need a Ghost. Down in the area where the door is, break the glass window, and boost accross the gap between the room where the locked door is and the platform where the light bridge is.


Sorry to burst your bubble but: https://youtu.be/MmzNYUsSdwA?t=3m37s
or my new version: https://youtu.be/R4RsiOmAPOg?t=2m57s

These were posted earlier and ifafudafi even commented on the first vid.


austen1000
Joined: Sep 4, 2012


Posted: Mar 14, 2015 06:50 PM    Msg. 450 of 908       
I'm wondering why you guys decided to make the Carbine (or Auto-Carbine) full auto?
Edited by austen1000 on Mar 14, 2015 at 07:17 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 14, 2015 08:17 PM    Msg. 451 of 908       
Quote: --- Original message by: austen1000

I'm wondering why you guys decided to make the Carbine (or Auto-Carbine) full auto?
Edited by austen1000 on Mar 14, 2015 at 07:17 PM

I'd guess it was to distinguish it from the DMR and BR.


Ifafudafi
Joined: Jun 23, 2010


Posted: Mar 14, 2015 08:59 PM    Msg. 452 of 908       
Quote: --- Original message by: austen1000

I'm wondering why you guys decided to make the Carbine (or Auto-Carbine) full auto?
Edited by austen1000 on Mar 14, 2015 at 07:17 PM

excellent

There are two things that are going into it.

Thing 1: I tried my best to give every gun an additional "secondary mechanic," which isn't necessary to make use of in order to kill guys, but significantly improves the weapon's effectiveness if applied. Examples include: Needler supercombine, BR vs. Grunt helmets, controlling AR accuracy, etc.

Thing 2: BR's ease-of-use and anti-Grunt-helmet aspects make it very suited to vs. light units. To retain a distinct advantage (and consequently maximize the amount of guns player wants/is likely to use), Carbine needs something that lets it out-do the BR in other compositions.

The solution was actually taken from a prototype Focus Rifle-alike whose DPS increased as the trigger was held. But -- not only did the prototype unfortunately come out too janky and buggy thanks to unsurmountable engine limitations, the loss of the very tactilly satisfying headshot carried too great a risk of making BR appear disproportionately attractive to players, who would then ignore any long-range gun other than the BR and wonder why it wasn't working in situations it wasn't meant to be optimal in. ("what happened to the prototype" stay tuned for the TSC:E source release!)

Instead, the same principle (increased damage by holding trigger on a target) was straightforwardly applied to the Carbine through rate-of-fire acceleration. This carries a much less significant advantage vs. the weak units (where the shots/kill is low enough that the accel doesn't really do anything), allowing BR to keep its own territory; but Brutes and particularly Elites -- who can eat a lot of shots -- can be taken down a good bit more quickly with effective Autocarbine usage, giving it more of a reason to exist.


ChieftainSnipe
Joined: Jul 14, 2013

Flyin' High


Posted: Mar 14, 2015 09:23 PM    Msg. 453 of 908       
Tried noble difficulty. Boss (enemy spartan) is easy, ran back to surface structure, but too many keyes, rekt them one by one. Level restarts.

Creepy difficulty.


austen1000
Joined: Sep 4, 2012


Posted: Mar 14, 2015 09:43 PM    Msg. 454 of 908       
Quote: --- Original message by: Ifafudafi
Quote: --- Original message by: austen1000

I'm wondering why you guys decided to make the Carbine (or Auto-Carbine) full auto?
Edited by austen1000 on Mar 14, 2015 at 07:17 PM

excellent

There are two things that are going into it.

Thing 1: I tried my best to give every gun an additional "secondary mechanic," which isn't necessary to make use of in order to kill guys, but significantly improves the weapon's effectiveness if applied. Examples include: Needler supercombine, BR vs. Grunt helmets, controlling AR accuracy, etc.

Thing 2: BR's ease-of-use and anti-Grunt-helmet aspects make it very suited to vs. light units. To retain a distinct advantage (and consequently maximize the amount of guns player wants/is likely to use), Carbine needs something that lets it out-do the BR in other compositions.

The solution was actually taken from a prototype Focus Rifle-alike whose DPS increased as the trigger was held. But -- not only did the prototype unfortunately come out too janky and buggy thanks to unsurmountable engine limitations, the loss of the very tactilly satisfying headshot carried too great a risk of making BR appear disproportionately attractive to players, who would then ignore any long-range gun other than the BR and wonder why it wasn't working in situations it wasn't meant to be optimal in. ("what happened to the prototype" stay tuned for the TSC:E source release!)

Instead, the same principle (increased damage by holding trigger on a target) was straightforwardly applied to the Carbine through rate-of-fire acceleration. This carries a much less significant advantage vs. the weak units (where the shots/kill is low enough that the accel doesn't really do anything), allowing BR to keep its own territory; but Brutes and particularly Elites -- who can eat a lot of shots -- can be taken down a good bit more quickly with effective Autocarbine usage, giving it more of a reason to exist.


I always prefered the Carbine because of its superior shield-damaging capabilities, especialy against linear shield systems, like Jackal Point-Defense Gauntlets. Full-auto, for me at least, is just the icing on the cake, especially when fighting the Brute Chieftan, who is immune to headshots, as far as I can tell.

Speaking of Brutes, you guys did a very good job of making the stand out from the Elites. I tend to deal with most ranks with an EMP Grenade/headshot combo. I deal with minors (or whatever rank that only has the helmet) with a few headshots. I use a charged Plasma Pistol shot and alot of body shots for the Chieftan.


Juzo
Joined: Jul 1, 2014


Posted: Mar 14, 2015 10:39 PM    Msg. 455 of 908       
Quote: --- Original message by: Ifafudafi
Quote: --- Original message by: austen1000

I'm wondering why you guys decided to make the Carbine (or Auto-Carbine) full auto?
Edited by austen1000 on Mar 14, 2015 at 07:17 PM

excellent

There are two things that are going into it.

Thing 1: I tried my best to give every gun an additional "secondary mechanic," which isn't necessary to make use of in order to kill guys, but significantly improves the weapon's effectiveness if applied. Examples include: Needler supercombine, BR vs. Grunt helmets, controlling AR accuracy, etc.

Thing 2: BR's ease-of-use and anti-Grunt-helmet aspects make it very suited to vs. light units. To retain a distinct advantage (and consequently maximize the amount of guns player wants/is likely to use), Carbine needs something that lets it out-do the BR in other compositions.

The solution was actually taken from a prototype Focus Rifle-alike whose DPS increased as the trigger was held. But -- not only did the prototype unfortunately come out too janky and buggy thanks to unsurmountable engine limitations, the loss of the very tactilly satisfying headshot carried too great a risk of making BR appear disproportionately attractive to players, who would then ignore any long-range gun other than the BR and wonder why it wasn't working in situations it wasn't meant to be optimal in. ("what happened to the prototype" stay tuned for the TSC:E source release!)

Instead, the same principle (increased damage by holding trigger on a target) was straightforwardly applied to the Carbine through rate-of-fire acceleration. This carries a much less significant advantage vs. the weak units (where the shots/kill is low enough that the accel doesn't really do anything), allowing BR to keep its own territory; but Brutes and particularly Elites -- who can eat a lot of shots -- can be taken down a good bit more quickly with effective Autocarbine usage, giving it more of a reason to exist.
Will there be a DMR among the source files as well.

 
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Time: Fri January 20, 2023 9:33 AM 266 ms.
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