AMC TC released - Merry x-mas! "One hell of a christmas present"
#241 Posted 09 January 2012 - 08:56 PM
I think they are meant to work like Killing Floor, start off easy then get harder as you go.
At least I believe the inspiration comes from Killing Floor as I have played a few games with him back in the day and I see a lot of similarities between it.
This post has been edited by The Commander: 09 January 2012 - 09:00 PM
#242 Posted 10 January 2012 - 12:29 AM
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No, sorry, it works fine... before soldiers emitted an orange laser, now it's blue.
#243 Posted 10 January 2012 - 01:33 AM
#244 Posted 10 January 2012 - 06:58 AM
He's done a great job, so make sure to check it out and give it a 'like' if you enjoyed it
#245 Posted 10 January 2012 - 07:24 AM
#246 Posted 13 January 2012 - 11:54 AM
BTW: did you guys add it in that enemies take damage when they walk onto acid, or surfaces that are electric and so on? I had enemies suddenly burst into flames and die as well as having them killed by acid that way (its just sad there is no real infighting, but they still kill each other regularly).
Also why is there no achievement for mass killing and headshots? I already killed over 6000 (!!) enemies (at least thats what my statistics computer says) and a lot of them where killed by shooting them in the head. Just saying that something like that would be neat.
#247 Posted 14 January 2012 - 06:09 AM
Lt.Havoc, on 13 January 2012 - 11:54 AM, said:
Enemy accuracy can't be changed unfortunately, short of hacky solutions like making them miss deliberately. In the next version body armour is MUCH better at stopping shotgun pellets though (They do 1/4 damage instead of 1/2 damage) so you'll be able to close the distance quite easily.
Having said that, I just realised I could easily code them to fire a weaker projectile against the player if the player's far enough away. Bullets are hitscan so it's not possible (as far as I know) to dynamically change the damage done depending on distance but there is ways around it.
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Yeah - infighting is something I'd like but difficult to do as the code for finding targets is pretty CPU intensive.
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I never really thought about it, but you've got a good point - I'll add some more achievements and stuff to the next version So far there's many bug fixes as well as at least one new weapon for Mikko (most likely more coming, as well as hopefully artifacts and equipment)
Has anybody played on expert? Difficult enough, or would you guys want it even harder (to really warrant using research and equipment?) Also do you guys prefer more weaker enemies or tougher versions of standard enemies?
EDIT: Also I wonder if anybody's found the secret temp weapon yet? Think of the Toxic Avenger, there's a hint
This post has been edited by James: 14 January 2012 - 06:26 AM
#248 Posted 14 January 2012 - 07:13 AM
Maybe some more variants of the standard enemies would be nice, not just in color but also look and function but I think that should go in the suggestion thread instead of the main discussion.
#249 Posted 14 January 2012 - 07:56 AM
#250 Posted 14 January 2012 - 08:45 AM
Now I've started to play on expert as Geoffry and I don't have any problems with difficulty at Megabase,though i must say that Geoffry's shotgun is pretty weak but his AMC machinegun is really powerful!
#251 Posted 14 January 2012 - 08:58 AM
#252 Posted 14 January 2012 - 09:19 AM
Oh yeah,and i've just finished DIS Base on Expert - it wasn't hard at all! I think it's because of my character choice.
#253 Posted 14 January 2012 - 09:49 AM
James, on 14 January 2012 - 07:56 AM, said:
That sucks, I thought you could work around that now due the changes done to the source code of the game.
anyway as for the shotguns: what I noticed is that shotguns are crap underwater. Hitting octabrains or even Sharks with them is impossible even if you are up close. Yet, pistols, SMGs and ARs all seem to work perfectly fine underwater and hitting enemies. Its really odd. Yes Goffreys shotgun has a insane spread, but I love his SMG I think its one of the few SMGs that actually work against Pigcops wearing armor.
#254 Posted 14 January 2012 - 09:54 AM
Lt.Havoc, on 14 January 2012 - 09:49 AM, said:
anyway as for the shotguns: what I noticed is that shotguns are crap underwater. Hitting octabrains or even Sharks with them is impossible even if you are up close. Yet, pistols, SMGs and ARs all seem to work perfectly fine underwater and hitting enemies. Its really odd. Yes Goffreys shotgun has a insane spread, but I love his SMG I think its one of the few SMGs that actually work against Pigcops wearing armor.
All bullet weapons suffer an accuracy penalty when underwater, this just wasn't shown via the crosshair due to an oversight with coding. Originally I was going to make many weapons unable to fire at all underwater, but this would of made many usermaps unbeatable so a comprimise was reached (and also opens up potential for aquatic weapons that fire better underwater and stuff)
#255 Posted 15 January 2012 - 07:07 AM
Is it ok that bosses lifebars didn't show up when player fighting them on expert difficulty?
This post has been edited by Mister Sinister: 15 January 2012 - 07:26 AM
#256 Posted 15 January 2012 - 07:19 AM
Mister Sinister, on 15 January 2012 - 07:07 AM, said:
Is it ok that bosses lifebars didn't show up when player fighting them on expert difficulty?
Yeah, that's intended. Tanks shouldn't be a problem on expert but I'll look into it - I also agree that maybe a bit more health or body armour wouldn't be out of place in Revolution, although the equipment crates do help a great deal
EDIT: also adding new skill levels to the menu isn't possible at this minute sadly. They're supported in engine, but I don't want to make a really convulted way of selecting new difficulties. Being able to add new skills to the menu would be fantastic though!
This post has been edited by James: 15 January 2012 - 07:19 AM
#257 Posted 17 January 2012 - 08:22 AM
Don't get me wrong, the map looks good, I like the weapons as well, but the problem comes from the 4 soldiers hired for the mission. Out of the 4 of them, 2 chickened out and hid behind a crate for half of the map until I got back there to tell them to "wait" and then to "follow me" again so that they'd move again. The 3rd guy found himself in a more advanced part of the map that he wasn't supposed to be yet (after the door that you have to explode with C4), and the fourth guy decided it was a good idea to take a bath in the river while his comrades are fighting; and since I need him and that's an unreachable area, I have to restart the mao over now.
The 4 of them should be shot for disobeying to my orders.
I tried.
With no success.
#258 Posted 17 January 2012 - 08:26 AM
#259 Posted 17 January 2012 - 08:29 AM
#260 Posted 17 January 2012 - 08:48 AM
#261 Posted 17 January 2012 - 09:36 AM
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Thanks - that's what I was going for. Although Dis Base was doom-inspired I didn't want to do the same kind of hell map as Doom has. That's why you don't see any bodies or tortured souls or anything like that there. I'm glad it achieved that goal to some people
EDIT: On a personel note I really like seeing people using different upgrades in screenshots; little personel things like who picks what to upgrade first as well as player character choice (and even colour!) are cool to see people enjoy about the game.
This post has been edited by James: 17 January 2012 - 09:38 AM
#262 Posted 17 January 2012 - 04:30 PM
James, on 17 January 2012 - 09:36 AM, said:
Well I usually get the grenade launcher for highwire first whenever I play him. I usually don't get bother with any of weapon replacements either as his defaults are powerful enough. Especially the AK, it hits like the angry fist of Stalin and the poor accuracy isn't really a major downside with an automatic.
I don't like the knight at all though. If I wanted to hit things with blunt objects I'd buy skryrim.
Your spoiler intrigues me a great deal. I'm hoping we'll see a greater variation in demons and monsters in later episodes. It would also be cool to learn what the aliens are doing about the manifestations. Maybe they have their own plan to stop the demons. Maybe their plan might have the unpleasant side effect of wiping out all life on earth.
#263 Posted 17 January 2012 - 06:24 PM
other than that i've started to notice some frame rate slowdown, partly on Rusty's level (but only near the massive lake), Highwire's (first part and James' section on the roof on-wards) and on Providence, I *think* it has something to with the weather conditions throwing the frame-rate out.. I've since dropped down to the default pixel size on 8bit. (not used polymer at all) and it's smoother, but not great. other than that this is the most epically awesome tc I've played since the Half-Life Poke646 Vendetta.
#264 Posted 18 January 2012 - 08:35 AM
Raritysretainer, on 17 January 2012 - 04:30 PM, said:
I'm a big fan of the Saiga-12 compared to the Remington; not being able to use alternate ammo is a downside but a gun that can use them normally isn't far away
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The aliens pretty much left Earth; but it's possible that the paranormal wave will reach much farther than Sol system A mission to X64-2, the planet you visit in Maarten's map with the same name and in Imperium as well, may be on the cards in the future. It won't be just the Cycloids who are interested in the paranormal activity though.
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That gun should be on Mikko's level but was accidentally left out; the next patch will be a big one with some new content as well. The gun will appear in that level as well as a brand new one Sorry about that, I did add it to the teleporter room but I must of forgot to copy the updated map over.
I've also added more detail to Dis Base and Abyss, in response to a few detail criticisms; to be honest although I was happy with the levels I could understand them as many areas were shockingly bare in Dis base (Abyss will still remain sparse and lifeless, I've only detailed out rock formations and stuff so it looks more normal and less 'video gamey')
Glad you're enjoying the TC - I did make a code adjustment to the snow/rain using new code by helix a while back so it was better than it was, but I should/will include an option to disable the weather for those who experience slow-down.
#265 Posted 18 January 2012 - 09:21 AM
Oh I also noticed that when you play Josh Manson you are unable to pick up missile ammo for the missile launcher. I dont know why that is but I had this problem in a user map. BTW: I also noticed that some user levels are un-beatable with certain characters because it requires you to use remote detonated explosives or for whatever reason you cant push the exist button. I would suggest that James grenades get an alt fire where they explode with a timer or something like that (or add remote detonated C4). Not to mention that a lot of usermaps are filled with one Battlelord after another so you kinda run into problems there too.
That said, there should be ammo pickups for your temporary weapons. I love the FAL and the Minigun but always run out of ammo for them and that at the worst times. The weapon upgrades are not usable for usermaps, what I mean is that even if you bought all of them, they are not saved for usermaps so they are pointless there (I find that sad really). I wish that upgrades would be saved like everything else .
So yeah, thats just some things I noticed.
#266 Posted 18 January 2012 - 09:53 AM
Lt.Havoc, on 18 January 2012 - 09:21 AM, said:
I'm a bit confused - you're saying you think the ammo count should show how many shots you have exactly rather than what is now, which is actual ammo countx4?
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I did know this would break some usermaps, but apart from making everybody's explosives remote controlled it's just a problem that will occur from having a huge selection of usermaps.
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So yeah, thats just some things I noticed.
While a nice idea, the problem with this is that there's no variable for each weapon's ammo - they're counted seperately. In other words, there's no variable for 'FN FAL' ammo so you wouldn't be able to pick up ammo for it unless you already had it. The idea behind temp weapons originally was more like action movies where they pick up a dude's gun and fire it until empty and then chuck it.
What I think I'll do though is code a generic ammo item that'll add a balanced amount of ammo to your temporary weapon so you can carry on using it throughout the level
#268 Posted 18 January 2012 - 10:07 AM
James, on 18 January 2012 - 09:53 AM, said:
What I think I'll do though is code a generic ammo item that'll add a balanced amount of ammo to your temporary weapon so you can carry on using it throughout the level
I liked the use and chuck aspect. That's what makes the temporary weapons temporary. Pick it up, use it up, toss it until you find another one. Saves on ammo for the permanent weapons and adds variety when you're constantly picking up and dropping different guns.
This post has been edited by Forge: 18 January 2012 - 10:08 AM
#269 Posted 18 January 2012 - 10:10 AM
Forge, on 18 January 2012 - 10:07 AM, said:
That and it also gave a chance to use different weapon styles with different characters just for the fun of it - and I also thought it helped tie an environment in together a bit better if there were some more appropriate weapons to that area featured (Like in Abyss how only the Hell weapons featured, how there were realistic guns in Revolution and Blood-style guns in Providence)
#270 Posted 18 January 2012 - 10:20 AM
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In the weapons select, the amount of shells is 25, however, the ammo counter in the HUD shows 100, but you do not have 100 rounds, even if you fire 4 shots at the same time, 100 round should not be depleted so fast, considering you only pick up plus 5 shells per shotgun ammo pickup, the whole thing makes no sense. If you have 25 shells, it should only show 25 shells, not 100 shells.
also, something I forgot to mention: dual weapons are only picked up and shown akmibo when you have them selected, otherwise it wont work for some reason. IE you pick up James pistol and dont have the pistol selected, you dont get dual pistols. I find that a bit odd.