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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.

                      Such gauss-gun reduces OP tank component. In terms of balance it can make the tank a little more balanced in relation to other vehicles not a very OP ace-elite vehicle, but still one of the most powerful-bonus vehicles on map.
                      Last edited by Andriushka; 12-22-2017, 03:19 PM.

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                        #56
                        Because the turrets are stationary and vulnerable, the good for them is to have a first-person view. A little closer camera view, a lot of glass on it. Objects and enemy vehicle are captured and just displayed on this glass with a description and rotating picture as effect. First person view for vehicle not good and gives much inconvenience, but not for turrets. Having a first-person view is good, but with something stationary like a turret or a large dreadnoughts in air, which for the most part are the design of the map, rather than vehicle. A shot from a sniper rifle makes a hole in the glass. And there is no zoom for turrets. But there are different turrent - also sniper-turret which has an initially increased standard camera-zoom-view, but also the player can not increase it.

                        And if talk about turret, not sure I did not write that, artillery turrets are special kind of turrets, the size is almost the same, but have 600 HP (there is almost nothing that protects them, and the protection of turrets is almost useless) instead of 400 HP and there are 2 sits. One sit - the main artillery gunner - standart attack, the second sit - antiaircraft gun. But it weak and shoot grenades exploding at a certain distance. As option the second gunner can change the distance (using crouch and jump buttons) at which the grenade explodes in the air (but not further than the maximum range). The grenade also explodes when hit the target. This anti-aircraft gun does not attack the surface, the minimum inclination to the ground is 35-45 degrees (the sight is directed above the point of standing). The second pilot must coordinate with the first pilot to attack the ground vehicle or take the place of the first pilot. If the enemy flying vehicle attack right its almost impossible to hit it using artillery shot.
                        Last edited by Andriushka; 12-10-2017, 05:31 PM.

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                          #57
                          Mastodon - a very-large ground vehicle-base which slowly moves. Very wide, but not very high, has huge number of HP (25-30K maybe). The peculiarity of this vehicle is that it create spawn-points around in some radius. Where is this vehicle-base located, there players are spawn. This vehicle-base for special gametype, or for very large missions maps if missions are exist in the game. Has no guns and controlled by one pilot. The vehicle can repair itself slowly if needed or switch over to create protective vehicles instead of repairing. These vehicles are not standart vehicles. Special vehicles that only works in a certain medium-large radius from the main vehicle-base so they are protective vehicles. If this vehicles go beyond the max radius, they turns off after a few seconds and can not be used.

                          The enemy can not capture this vehicle-base. This base can move without a pilot, using autopilot, but the effectiveness of such control is lower - only goes on the main roads. Vehicle-base also has ammo packs on its platforms for soldiers, but enemy also can use it. Allies can not repair this vehicle-base using link gun.

                          Addition option is transforming in something that can be called bunker (some similarities with SC bunker). Not move itself, but has less damage (puts shields) or acquires invulnerable places where the damage does not go away and allow to shoot from a higher altitude from the inside (in the standard form, it is lower and wider). Not produse protective vehicles or repairing itself while work as bunker.

                          Green-yellow-red indicator (or just change whice color to red color) inside bunker around the perimeter from the inside with a colored backlight-line show how much HP has this vehicles. Blinking and fast blinking red line means that the bunker will be destroyed.
                          Last edited by Andriushka; 12-10-2017, 08:24 PM.

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                            #58
                            If rebuild Nemesys in a more convenient form with better driving, maybe something like

                            1) Vehicle has not 3 stages - fast movement and no controlled guns, medium power and turret mode. Instead of this there is a indicator of the lifting of the turret. From 1 to 7. 1\7 - is a standard max speed and maneuverability lifting with low power (low attack frequency) guns. 7\7 - is a turret mode, max power and very low speed and maneuverability. To raise the gun barrel, need to press jump button and to lower the gun barrel, need to press crouch button. Press or hold this buttons - press change to level 1 and hold - change gradually will be displayed on the 7\7 indicator in the form of circles on the line. By default after capture this vehicle it has 1\7 guns mode.

                            2) Zoom is also present as alt. attack, but works differently. The higher the guns, the smaller the zoom. With 1\7 guns Nemesys has the maximal zoom if hold alt. fire button as now. But with 6\7 guns lift - the zoom is minimal. 7\7 mode has not zoom and if press alt fire button with this mode the vehicle goes into the 6\7 mode and show the minimal zoom. Or 7\7 mode is also has minimal zoom instead of 6\7. Zoom has not 6-7 stages it also gradually increases, but has a limit relative to the mode of the guns.

                            3) The maximum guns rise and fall time last 3.5-4 seconds

                            4) There is no mode of uncontrolled attack, firing at one point in the direction of movement with lowest guns raise. All directions of attacks are controlled.
                            Last edited by Andriushka; 12-20-2017, 02:18 PM.

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                              #59
                              Maybe it would be better if Nightshade vehicle can pull out a previously installed mine using crouch button standing close in front of the this mine (there should be a special icon for extracting mines from the earth) and carry it from the front. Can take out of the ground only one its own mine, not enemy mines. Mines still do not have an effect on NIghtshade. The taken mine is carried in the tentacles from the front. The standard installation of mines is also carried out from behind. The mine being carried is, of course, not active.


                              The vehicle can not change mine by another while move the current mine in front in the tentacles. Need to press the jump button to set the current mine (just like all the other mines on the back of the vehicle are installed, but faster in time). This allow to install the mines behind of vehicle by pressed jump button again. The first press jump button - the vehicle is released the transported mine in front, the second press - installs new mines from behind.

                              This feature allow change mine point with regard to the different direction of the enemy's attack. The mine already installed and removed from the ground in front of the machine while it carring mine in front has an average semi-active state, like a mine that was already in operation with it.

                              Stealthbender works differ. Change some parts of it model and design and it can install mines from left or right side from it or have something like overhead crane from the center and can install mine around of itself. But can not carry mines. And maybe it can install mines on the move with reduced movement speed like stealth mode has or auto-stealth mode is anable if vehicle start install mine. And Stealthbender's weapon looks like something mechanical, maybe flak-cannon or standard shotgun-auto cannon, also short distance to attack as Nightshade has, but attacks are differ.

                              --------------------------------

                              And if talk about UT3 vehicles in general, it would be better to make more hevier feeling by 10%-15% when drive vehicles, but with the same movement speed and maneuverability. And foot soldiers on the contrary, they felt lighter in weight on 10-15% with the same or a slightly increased speed of moving and jumping. Soldier on the hoverboard is good, maybe make it faster, more maneuverability and smoother movements by 5%-7%. make more interactions with walls and objects.

                              Also in general, maybe reduce the player body and capsule sise by 1-2%. I think this would fit very well into the current sizes of locations and the doorways in them. It would be less feeling that the sizes of the characters/players are slightly larger than they should be when they stand near the interior objects or vehicles. For new players, it would be easier to pass through doorways on maps like Downtown.
                              Last edited by Andriushka; 06-18-2018, 05:24 PM.

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