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Discendo Vox posted:I am excited to talk to you about the Tasers on Death Vox: In fact, isn't the only way to get a real number out of math.random() to not use a parameter, which you can then add to and multiply by whatever? maswastaken fucked around with this message at 20:06 on Dec 11, 2017 |
# ? Dec 11, 2017 20:02 |
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# ? May 30, 2024 16:27 |
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personally i'm confused about the distinction between math.rand and math.random typically a language will use either one or the other; is there a contextual difference here?
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# ? Dec 11, 2017 20:48 |
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I imagine that's pseudocode.
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# ? Dec 11, 2017 20:54 |
Deviant posted:I imagine that's pseudocode. it's honest to goodness lua fresh from the decompile farms! Mystic Mongol posted:Soooooo... A wobblier camera with less time between taser hits. The taser will also down you faster. We'll see how the first round of testing goes- I don't want it to be too annoying, but right now tasers are only dangerous to players with singlefire weapons. I might get rid of reload-on-tase, not sure yet. maswastaken posted:Does math.random() even allow non-integer parameters? Moreover, isn't math.random(1) just a giving a random integer between 1 and 1? Coolguye posted:personally i'm confused about the distinction between math.rand and math.random I need to discuss it with the other team members, but I think math.rand in this case is distinct in that it's able to give out random decimal values. The math.random(1) is being used somehow to flip a coin about the direction of the tilt. Discendo Vox fucked around with this message at 22:46 on Dec 11, 2017 |
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# ? Dec 11, 2017 22:42 |
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i feel that you should at least be given a few rounds if your mag is empty
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# ? Dec 11, 2017 22:44 |
spit on my clit posted:i feel that you should at least be given a few rounds if your mag is empty Yeah, I'm not certain of that change in particular. If the listed code changes above (plus reducing time to down) work, I'll maybe consider no reload on tase, but it might be more frustrating than fun. I've got other more important obstacles to address, like the whole enemy AI/tactics system. Discendo Vox fucked around with this message at 23:02 on Dec 11, 2017 |
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# ? Dec 11, 2017 22:47 |
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Discendo Vox posted:I need to discuss it with the other team members, but I think math.rand in this case is distinct in that it's able to give out random decimal values. The math.random(1) is being used somehow to flip a coin about the direction of the tilt. that sounds confusing as hell
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# ? Dec 11, 2017 23:04 |
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Make it so when bulldozers touch you when charging you get instantly incapacitated because they are too girthy. Makes them more fitting of their name.
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# ? Dec 11, 2017 23:14 |
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EorayMel posted:Make it so when bulldozers touch you when charging you get instantly incapacitated because they are too girthy.
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# ? Dec 12, 2017 01:24 |
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maswastaken posted:I'm too lazy to check - did they ever fix how bulldozers always charge? Nope!
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# ? Dec 12, 2017 02:13 |
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Phew! That's one less thing to revert for Vox's vision!
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# ? Dec 12, 2017 02:35 |
I should look at that sometime. Given where dozers are stat-wise, I probably wouldn't fix it so they walk more (I'm not positive the current behavior isn't intentional, they've got walk-only enemies and if I fixed it it would do weird things to group ai), but I'm thinking about how to approach implementing a new captain that might make sense with working walk-run ranges.
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# ? Dec 12, 2017 02:52 |
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Vox is this Death Vox mod that is being built going to affect ammo capacity at all, to make some guns more useful/less bad?
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# ? Dec 12, 2017 05:22 |
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I think they have backed themselves in a corner with rifles. The "easy" fix might just be to either DMR all of them somehow or actually give explosive rounds or a standard GL attachment. Looking at the JP, Eagle, Falcon and Commando. It's like I want to use all of them but I just can't. Console doesn't even get the cool JP rattlesnake skin so that reason is thrown out.
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# ? Dec 12, 2017 07:51 |
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That skin isn't worth it. But it is very cool.
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# ? Dec 12, 2017 12:08 |
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swims posted:I think they have backed themselves in a corner with rifles. The "easy" fix might just be to either DMR all of them somehow or actually give explosive rounds or a standard GL attachment. Looking at the JP, Eagle, Falcon and Commando. It's like I want to use all of them but I just can't.
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# ? Dec 12, 2017 15:09 |
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AAAAA! Real Muenster posted:I dunno why they nerfed the 5/7 so hard though.
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# ? Dec 12, 2017 15:13 |
In general, I'm not going to touch the horrifying morass that is payday 2 weapon and skill balance. This is both because: a. Crack Down will also be available packaged with Restoration mod (which has an impossibly extensive overhaul of all weapons, skills, and other game elements in it already), and b. I don't know where to even begin with most of them. The game has so many different skill/weapon synergies, so many busted mechanics, that I'd have to work at it full time for a long time to wrap my head around it all. Weapon balance will generally be helped by the simple fact that enemy health on Crack Down is greatly reduced, generally being somewhere between overkill and death wish levels. The changes I am planning on making: 1. Forced Friendship will add a max DR on converted cops of around 40%. No more hiding behind a wall of bots. 2. Some GLs will have their ammo pickup greatly reduced or zeroed so that they are less effective as spam weapons. 3. Maybe something to address some of the perk deck synergies chairface has come up with that render aggressive players virtually invincible. I'm not confident of my ability to wade into that particular sewage pool of health percentage effects, though. All of this will be pretty late in the process, after we fix up all the issues with enemies. The mod is now stable and apparently crash-free, pending an update to a file that lets us seamlessly add custom sounds. If you're interested in playtesting or giving feedback, jump in our discord and let me know.
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# ? Dec 12, 2017 15:22 |
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AAAAA! Real Muenster posted:I think they have backed themselves into a corner with a lot of things. There are just too many guns, notably SMGs, that have too small an ammo pool to be worthwhile. I really like the changes that they are going to make to the Judge and would like to see more changes like that. I dunno why they nerfed the 5/7 so hard though. The Uzi getting buffed to 200 ammo was a really nice change. If they buffed the ammo count on all the other SMGs it would make them worthwhile again. 80 damage SMGs and rifles in particular could use more ammo. The Judge changes are good. They should have done more along those lines: nerf the pickup of the massive outliers instead of doing the global nerf that hurt the weakest guns the most. maswastaken posted:Because it was the only pistol worth using outside of a gimmick build. Pistols haven't been allowed to be good since 2015. To be fair though when they were good, pistols were absurdly good. I remember playing with Dr. Cheeto back in the day, who used nothing but the Baby Deagle when it came out and would get top kills/specials often on Deathwish.
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# ? Dec 12, 2017 15:24 |
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Agreed about ammo capacity in general - it would be nice if they had a more clear progression where the lower the damage and worse the base/max accuracy the better the ammo capacity and pickup, instead of some apparently random poo poo like the JP36 having absolutely bonkers pickup compared to pretty much every other assault rifle but the higher damage rifles having rear end capacity and pickup. This reminds me that I wish they would do something to make Revolvers good. The low mag size makes them near impossible to use, to me. Would be nice if they all pierced shields (like the 5/7) or something (edit: or hand bouncey bullets lol) to make up for it.
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# ? Dec 12, 2017 16:15 |
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Interceptor (Overkill and below) and Bronco (Overkill and up) are still good because they are greatly modifiable and are stupidly accurate at long range (custom chimano's ~12 points of accuracy discrepancy when both modded for loud makes a huge difference.) The former will never run out of ammo, and the latter still has enough punch to delete cops one by one. The problem is that I feel there are too many "mid tier" secondaries that all blend together into an indistinguishable mass of sidearms. Who really uses the contractor, LEO, crosskill, or even the signature 40 that I had to look up to be reminded what its name was? Or the SpecOps, Blaster, Heather with the buff or (God help you) Patchett or Sten? My problem with the other revolvers is that they take too drat long to reload(unless you dump a dozen points to get Desperado ace) and I notice zero difference in killing power between them. In spite of all that jargon, I would prefer the melee weapons aren't all either interchangeable 30 damage knives for bloodlust/infiltrator swings, electric/poison stunner, or 70(450) swinger somehow.
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# ? Dec 12, 2017 18:48 |
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12 new achievements, 7 of them are almost certainly difficulty related. Christmas update is soon (maybe this week?). "A metastable allotrope of carbon, where the carbon atoms are arranged in a variation of the face-centered cubic crystal structure called a lattice."
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# ? Dec 12, 2017 21:00 |
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UnknownMercenary posted:12 new achievements, 7 of them are almost certainly difficulty related. Christmas update is soon (maybe this week?). I love the stupid Christmas events that go on every year. Maybe this'll get my friends in enough to play some more heists until the networking breaks.
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# ? Dec 12, 2017 21:05 |
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UnknownMercenary posted:12 new achievements, 7 of them are almost certainly difficulty related. Christmas update is soon (maybe this week?).
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# ? Dec 12, 2017 21:50 |
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EorayMel posted:Interceptor (Overkill and below) and Bronco (Overkill and up) are still good because they are greatly modifiable and are stupidly accurate at long range (custom chimano's ~12 points of accuracy discrepancy when both modded for loud makes a huge difference.) The former will never run out of ammo, and the latter still has enough punch to delete cops one by one. The problem is that I feel there are too many "mid tier" secondaries that all blend together into an indistinguishable mass of sidearms. I use the blaster because its pickup is insane and I have a higher accuracy primary for that build. Pretty slim niche though.
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# ? Dec 13, 2017 01:16 |
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Me I just like Tec-9s
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# ? Dec 13, 2017 02:28 |
the secret is coming.
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# ? Dec 13, 2017 14:36 |
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Discendo Vox posted:
...switch release tie-in?
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# ? Dec 13, 2017 22:57 |
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I'm leaning more in a National Treasure direction. We're dumping a Nic Cage on top of the starved body of Matt.
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# ? Dec 13, 2017 23:21 |
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I really miss when the Western Pack weapons were fun and good as opposed to the nearly unusable poo poo they are now
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# ? Dec 14, 2017 06:01 |
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The lever-action still feels alright for me on anything except OD at least, but OD sucks anyway.
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# ? Dec 14, 2017 06:32 |
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http://www.overkillsoftware.com/games/reservoirdogs/ I think the new gun is an FN 2000. +lovely filler melee weapon Also changelog: General Fixed so that Ace of Spades, Javelins and Shurikens no longer disappear if you are a client and throw them at team AI Level Brooklyn 10-10 Added collision so that the player won’t get stuck behind a door in the corridor between the courtyards First World Bank Fixed an issue that could block progression if you went loud by using a keycard at a specific moment Green Bridge Fixed an issue with the enemy AI staying under the bridge instead of moving on top of it Fixed an issue where shields could sometimes do double animations for climbing up on the bridge when being staggered Added a waypoint for where you have to go when you escort the prisoner Heat Street Fixed so that players are no longer able to run in front of the van in the beginning of the level Hotline Miami Day 1 Fixed the issue with too many snipers spawning Fixed an issue with enemies not going in to one of the rooms on the second floor Fixed a location where the player could get stuck down in the basement Nightclub Fixed an issue where bags could be thrown up onto a ledge that the player could not reach Weapons GL40 Grenade Launcher Frag grenade damage decreased to 960 (down from 1300) Piglet Grenade Launcher Frag grenade damage decreased to 960 (down from 1300) China Puff 40mm Grenade Launcher Frag grenade damage decreased to 960 (down from 1300) Little Friend 7.62 Assault Rifle Frag grenade damage decreased to 960 (down from 1300) Arbiter Grenade Launcher Frag grenade damage decreased to 480 (down from 700) Compact-5 Submachine Gun Damage is increased to 40 (up from 36) Accuracy is increased to 44 (up from 28) Stability is increased to 80 (up from 76) Concealment is increased to 24 (up from 23) "Straight Magazine" Modification - Concealment is decreased to -1 (down from 0) "Straight Magazine" Modification - Damage is decreased to 0 (down from 4) "Straight Magazine" Modification - Stability is increased to 8 (up from -28) Vulcan Minigun Ammo pick up increased by 833% Accuracy is increased to 32 (up from 16) Stability is increased to 24 (up from 4) Damage is decreased to 25 (down from 38) RPK Light Machine Gun Damage is increased to 120 (up from 40) Stability is decreased to 16 (up from 36) Brenner-21 Light Machine Gun Damage is increased to 120 (up from 40) Stability is decreased to 16 (up from 36) KSP Light Machine Gun Damage is increased to 80 (up from 36) Accuracy is increased to 48 (up from 28) Ammo pick up is increased by 150% Buzzsaw 42 Light Machine Gun Damage is increased to 80 (up from 36) Accuracy is increased to 48 (up from 28) Ammo pick up is increased by 150% KSP 58 Light Machine Gun Damage is increased to 80 (up from 37) Accuracy is increased to 52 (up from 32) Ammo pick up is increased by 150% Perk Decks Biker Biker Perk Deck’s “on team kill” effect now trigger 4 times (down from 10) every 4 seconds (down from 15) "Road Captain" Perk team kill cooldown reduction decreased to 0.1 (down from 1) second every 10% health missing "Prez" Perk team kill cooldown reduction decreased to 0.1 (down from 1) second every 10% armor missing Developer Notes Grenade Launchers The grenade launcher were too much of a power house, while we want to make them a bit less powerful we did not want to take away the impact they had. The grenade launcher will still take care of your shield needs but will require you to be a bit more accurate to get out the same effect as before. Vulcan Minigun This change aims to make the Minigun all about a continuous storm of bullets that shreds everything in close to medium range. Even with its damage reduced, it’s still the highest DPS weapon in the game. Biker The Biker regeneration was to hard to predict for players, we worked into reducing the cooldown of the on team kill abilities to give a more reliable source of armor and health. EorayMel fucked around with this message at 20:45 on Dec 14, 2017 |
# ? Dec 14, 2017 20:41 |
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Oh hey, that's neat. I wonder wh-- quote:RPK Light Machine Gun
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# ? Dec 14, 2017 20:49 |
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EorayMel posted:Perk Decks quote:Developer Notes Although, if you could make it 0.2 seconds... just saying 0.6 seconds for 4 heals is still more waiting than 0.0 seconds for 10, guys.
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# ? Dec 14, 2017 21:05 |
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As much as I love these LMG changes I don't see them staying for long.
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# ? Dec 14, 2017 21:16 |
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UnknownMercenary posted:As much as I love these LMG changes I don't see them staying for long.
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# ? Dec 14, 2017 21:34 |
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# ? Dec 14, 2017 21:49 |
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Trip report: union 5.56 aka the FN 2000 is the pinnacle of gun feel. Basically a smoother Lion's Roar but can accept speedpull mags. Heist is also good. Day 1 is very alaskan deal-ish, day 2 so traditional payday stuff.
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# ? Dec 14, 2017 22:16 |
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AAAAA! Real Muenster posted:Why? They test everything so thoroughly they must know that they will be incredibly powerful now. Can't tell if you're being sarcastic.
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# ? Dec 14, 2017 22:53 |
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# ? May 30, 2024 16:27 |
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UnknownMercenary posted:Can't tell if you're being sarcastic.
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# ? Dec 14, 2017 23:29 |