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  • #46
    Hellbender second driver alt. fire a bit overpowered, zoom is extra ability in this vehicle. May be better set shield on hellbender, like small paladin shield. 120 degrees shield, rotate by X axis only, without lifting up the shield. Protection range in half helbender. Can not protect the front of the hellbender. Shield rotation speed is not instantaneous. First driver gun in front of the shield. Shield does not interfere with the first driver shoot sphere. Maybe this looks a little strange but this shield protects as second driver and not the vehicle as a whole. Protect from sniper rifle headshot for example.

    But the shield is not strong and can only protect from damage no more then 100 touch damage. Goliath causes 260 damage (360 by default), paladin causes 100 damage (200 by default). Scorpion self explosion destroy hellbender hitting in the shield also, becouse its damage 800 (?). Make hellbender more melee vehicle attack and stronger with its 600 HP. But not be overpowered with small shield and not so spam energy explosions strong as in UT3 (may be has a bit smaller sphere explosion size and not destroy enemy attack). In UT3 second hellbender driver is practically useless if 2 drivers in vehicle and very strong if first driver fast take second driver seat and does it so many times. If second driver have a small shield, and have not zoom, the first driver need not take often second driver seat. Second driver can do something helpful for hellbender. One by one rockets considered as an attack together and punch through the shield but the damage is reduced by 100.

    Think that the second drivers in the all vehicles in UT3 a bit weak and practically useless. In warfare gametype there is always a choice take first driver seat or go further, but not often take second driver seat. It is better if there is a choice to take first driver seat or take second driver seat or go further. Make taking second driver seat longer used then in UT3. Given that one of the rocket launcher fire modes instead avril missile.

    Paladin shield can absorb 200 damage, use X and Y axis and much bigger in size. Goliath shell will cause 160 damage.

    And about SPMA, maybe this is a mass missile vehicels, which covers the surface of a large number of missiles (almost like as SPMA). Next to vehicle is always flying drone that is in the air during the attack and lands back if not attack, but if the drone shot down it takes time to restore new drone. Drones do not need to control its position relative to the height in the air.
    Last edited by Andriushka; 06-16-2016, 06:20 PM.

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    • #47
      Maybe it is better when all turrets alt. fire not works like zoom, but activate shield, as leviathan turrets have the shields. It is enough to click once to activate shield and not hold the alt. fire button all time. Shield reduce 50% of damage (perhaps reduction cap is 100 damage for one shot, goliath will cause 260 damage to the direct shot) and protects against sniper rifle headshot (also reduce 50% of sniper rifle damage). Leviathan turrets the same. But the shield reduces the speed of rotation of the turret and guns by 75%. Effectively only possible linear attack with a shield, but the fast free attack without shield. Shield requires 1.5-2 seconds at switching-on and 1 second at switching-off after clicking alt. fire button.

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      • #48
        while afaik still no update for vehicles in UT the good news is that it looks like the Engine team might be getting some time to fix some of the problems we're having with vehicle creation, so you never know whats next, here's hoping
        UT40K:The Chosen - Warhammer 40,000 for UE4
        ut40kgeodav - UE4 Tutorials

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        • #49
          A hopeful post from Geodav? I'm suddenly afraid...

          UT4 modding discussion: irc.globalgamers.net #UTModders
          Contrib Digest | UT2341 - Henrik's UT4 Dev Blog | Twitter

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          • #50
            Hi Henrik, i'have reasons to be hopeful, https://forums.unrealengine.com/show...ructive-debate , i don't start threads like this without info from !!!!
            UT40K:The Chosen - Warhammer 40,000 for UE4
            ut40kgeodav - UE4 Tutorials

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            • #51
              Is it possible that the current small development team prepare the full game plan for large team of developers that is now make Gears of war 4, and when they finished the game, they will make UT4 1.5-2 years? When the game with all gametypes, CG and features will be made, current small team will maintain and improve the game. I mean current small team prepare skeleton and overall view of UT4 and further the large GOW4 team creates form of big, full and technically working properly game and current team invest efforts in improving and supporting.

              Think that large development flow (GOW4 team) will not make a wrong game anyway (even if it will look like UT PlanetSide 2 consisting of different gametypes and "e-sport" elements, but in general is looking like now). And the current Epic small team could always improve the fully finished game. I mean that in the creation of the game will take a large studio only in case that they make online or "semi-online" big game technically without stopping the GOW4 development process flow.
              Last edited by Andriushka; 07-07-2016, 02:03 PM.

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              • #52
                Originally posted by Andriushka View Post
                Is it possible that the current small development team prepare the full game plan for large team of developers that is now make Gears of war 4, and when they finished the game, they will make UT4 1.5-2 years? When the game with all gametypes, CG and features will be made, current small team will maintain and improve the game. I mean current small team prepare skeleton and overall view of UT4 and further the large GOW4 team creates form of big, full and technically working properly game and current team invest efforts in improving and supporting.

                Think that large development flow (GOW4 team) will not make a wrong game anyway (even if it will look like UT PlanetSide 2 consisting of different gametypes and "e-sport" elements, but in general is looking like now). And the current Epic small team could always improve the fully finished game. I mean that in the creation of the game will take a large studio only in case that they make online or "semi-online" big game technically without stopping the GOW4 development process flow.
                Gears of War franchise was sold from Epic to Microsoft years ago. The development team of GoW4 has nothing to do with Epic.

                More than likely if this game was handed off to a big studio they would ruin it. So while its taking forever for the small group at Epic to make it, at least they won't make it some super mainstream gimmicky **** like ANY big studio nowadays answering to a big publisher would.

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                • #53
                  Fury as vehicle from UT3 may have a combo attack - while acceleration in air is active (alt. fire), fury not hung in the air or hit the wall, but moves - the primary fire replaced by combo attack - large plasma shell as shown in UT3 CG video, necris attack. Strong, but not very fast, single plasma shot after press primary fire while acceleration. One combo shot per one acceleration.

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                  • #54
                    Darkwalker may have a passive ability - when it sits (crouch button) from the top down, it may

                    Deactivate or destroy enemy mines without damage itself
                    Activate some big platform button (map based as Tankcrossing map for example) which can not activate soldiers or light vehicles
                    Gradually destro\capture node but the driver must get out of the darkwalker to start the capture
                    As passive ability variant it can scan the earth for seismic movements when it sit and do nothing active. It observes not silhouettes but only fluctuations from any enemy (or from an ally too), but not on a minimap, only in the field of the observed camera view

                    And another darkwalker element, when it performs an alt. attack on the radius, it should always automatically go up. This movement can be used for activation exotic buttons located at the top on the ceiling (for necris maps most of all), which can not activate axon tank for example. Or this button looks like to arrange a blockage knocking the rock over causing some damage to the darkwalker.

                    Darkwalker second driver alt. fire may look not like zoom view, but like a light and mass flak cannot alt. fire shooting for short distance. Energy shots fall down causing damage over a some radius. But the rotation speed of second driver turret not such fast.

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                    • #55
                      Not sure that there was no such suggestion on this forum. Maybe the new Goliath looks like a tank with "large gauss gun" instead of the trunk. And the main feature - it is possible hold attack button and the shot will begin to gain strength. More charge power - more damage, a bit more AOE radius and the flight of the projectile is more direct and flies to a greater distance. If just press attack button once the projectile flies in an arc, with less power, more slowly, less damage and radius, but the recharge time is always the same between shots.

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