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TAG Seeker - Printable Version

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Pages: 1 2


RE: TAG Seeker - Halogene - 05-12-2010

(05-10-2010, 04:24 PM)The mysterious Mr. 4m Wrote: ... Lazer sending you to the other side of the map ...
Seconded, at least for the laser part.


RE: TAG Seeker - VNilla - 05-12-2010

The mysterious Mr. 4m Wrote:... Lazer sending you to the other side of the map ...
That sounds a bit extreme... I'm all for more "push" (I like to play with much higher values for g_balance_hagar_primary_force and g_balance_hlac_primary_force) but a launch like that would completely break maps like BlastedLands, where (a) in CTF, you could just jump to the enemy flag and back, and (b) going "out of bounds" gets you killed.


RE: TAG Seeker - Roanoke - 05-13-2010

Horrible idea. Would completely break all maps. But then again, you were joking, so ha ha.


RE: TAG Seeker - mr green - 05-13-2010

can we try a couple differnt configuration


RE: TAG Seeker - unfa - 05-14-2010

(05-13-2010, 07:18 PM)Roanoke Wrote: Horrible idea. Would completely break all maps. But then again, you were joking, so ha ha.
This is not meant to be default balance Big Grin But yeah - I also miss some ultra-weirdly balanced servers where you can have fun discovering how the hell did they changed every gun Tongue And getting smashed with one shotgun shot fired 50 meters away.

95% of the servers would use the standard balance though.


RE: TAG Seeker - theShadow - 05-16-2010

I very much like this idea. I never figured out the TAG seeker, but now hat I know what it does, I would like to try it again.

and yeah, balanced weapons are boring :p


RE: TAG Seeker - EvilSpaceHamster - 05-17-2010

I watched the video...And I LOL'd


RE: TAG Seeker - Samual - 05-20-2010

I'm only against this due to the fact that the hagar secondary was meant to be a _better_ version of the FLAC... Although to be fair it's different enough anyway.

I suppose i'd be fine with it if we could make the hagar secondary differ from the seeker secondary more. Perhaps a new hagar secondary?


RE: TAG Seeker - Roanoke - 05-20-2010

The TAG secondary was meant to stop and explode rockets in front of the player - why don't we just make it so that it does this? Hagar secondary bounce makes it fairly unique, I think.


RE: TAG Seeker - Flying Steel - 05-20-2010

I think Sam means the hagar secondary in his rebalance mod (which might be the current official balance set, I'm not sure anymore). That doesn't bounce off walls like in 2.5.2, it instead fires rounds faster, that detonate about 5 meters out like flak. Useful as a close in attack.

The tag seeker's secondary was actually mostly useless as a close ranged attack though because it was just too close in for its ammo cost and very wide spread. Only useful for detonating incoming missiles (well missiles from other tag seekers at least).


RE: TAG Seeker - divVerent - 05-21-2010

But that is not what this poll is about. It is configuration parameters, and these can and will get changed for a better experience.


RE: TAG Seeker - Roanoke - 05-21-2010

(05-20-2010, 10:53 PM)Flying Steel Wrote: Only useful for detonating incoming missiles (well missiles from other tag seekers at least).

As I said, it's not effective enough. Maybe a denser field so you could stop all sorts of rockets, for a price of ammo.


RE: TAG Seeker - mand1nga - 05-21-2010

Voted yes, naturally Smile


RE: TAG Seeker - Flying Steel - 05-21-2010

(05-21-2010, 06:02 PM)Roanoke Wrote:
(05-20-2010, 10:53 PM)Flying Steel Wrote: Only useful for detonating incoming missiles (well missiles from other tag seekers at least).

As I said, it's not effective enough. Maybe a denser field so you could stop all sorts of rockets, for a price of ammo.

Agreed.


RE: TAG Seeker - theShadow - 06-28-2010

I also think that the primary should fire more rockets.

make each rocket half as powerful, but double the number of rockets fired, (and maybe make them fire faster) That way, you have a better chance of dodging some of the rockets.

also, it would look cooler.


RE: TAG Seeker - tZork - 11-27-2010

Given each seeking rocket has to run quite a bit of code every server frame, and server frames being much smaller (server runs at much higher frequency now then it did when the gun was designed) having 8+ per volley aren't a really good idea, and 8+ also sounds quite spammy to me (imagine 4 counterintuitive hits over some distance, thats 32 rockets that need to be calculated and rendered with all their effects & trails..).