Custom Theatre
Moderators: Admiral of the Fleet, Vice Admiral
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- Full Member
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Re: Custom Theatre
Very nice, You have been busy!
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- Admiral of the Fleet
- Posts: 1998
- Joined: Tue Oct 23, 2018 7:30 pm
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- Location: Loughborough
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Re: Custom Theatre
Always appreciated mate.
Facebook Ebs Spawnsy
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
Re: Custom Theatre
If this is in the wrong thread, remove it and let me know where to put it in dm's.
But anyway, would it be possible to somehow make an upgrade that allows you to use laser point shooting with any laser attachment?
That way you could switch to LPS in a pinch, such as if someone sneaks up on you as sniper/marksman, or you have to use it as CQB for objectives.
But anyway, would it be possible to somehow make an upgrade that allows you to use laser point shooting with any laser attachment?
That way you could switch to LPS in a pinch, such as if someone sneaks up on you as sniper/marksman, or you have to use it as CQB for objectives.
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- Vice Admiral
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Re: Custom Theatre
Definitely the right place @dat_boi!
I've added "Siderail Point Shooting" as a training upgrade you can equip for all weapons. It requires you to use a siderail upgrade to select it.
Basically how it works:
"Is your laser or light turned on?"
Yes -> ADS uses point-shooting mode
No -> ADS uses your weapon sights
You can currently add it to any customisable gun in the game. Next update I'll add it to some of the Sniper weapon variants.
I've added "Siderail Point Shooting" as a training upgrade you can equip for all weapons. It requires you to use a siderail upgrade to select it.
Basically how it works:
"Is your laser or light turned on?"
Yes -> ADS uses point-shooting mode
No -> ADS uses your weapon sights
You can currently add it to any customisable gun in the game. Next update I'll add it to some of the Sniper weapon variants.
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- Admiral of the Fleet
- Posts: 1998
- Joined: Tue Oct 23, 2018 7:30 pm
- 6
- Location: Loughborough
- Contact:
Re: Custom Theatre
Ooh ya fighter! That's clever. You're a bit of a wizard Peg. As if I wasn't impressed already!
Facebook Ebs Spawnsy
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
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- Vice Admiral
- Posts: 239
- Joined: Wed Oct 24, 2018 9:49 pm
- 6
- Contact:
Re: Custom Theatre
Hey guys. I've posted a few more significant updates for the theatre which I'm looking to get feedback on.
Fire Rebalance
First and foremost I've made some changes to incendiary grenades and Molotovs to try and reduce the potential to spam them which I feel has been having a detrimental effect on the gameplay for a while.
Other Potential Fire Changes
These are NOT present in the update, but have discussed some of these with a few of the "last-players-standing" this week and could be considered for the future:
First implementation of a Survival mode mutator - this modifies the enemy spawn waves to change them with each objective captured, rather than using the same random mix all throughout the match. Enemies start off easy (pistols only, etc) and get progressively harder, ending with Elites and Juggernauts. Still needs a bit of tweaking to be fully complete, but maybe we can try it for a few rounds at some point and see what people think.
Fire Rebalance
First and foremost I've made some changes to incendiary grenades and Molotovs to try and reduce the potential to spam them which I feel has been having a detrimental effect on the gameplay for a while.
- Both the AN-M14 and Molotov can now only be selected for Explosive Slot 1 in your loadout. That essentially means you can only spawn with one fire item in your loadout. This is probably the most significant change, do you guys think it's a bit extreme? Or still fair? Keep in mind you can still carry multiple incendiaries or Molotovs that you find on the ground, this change only affects how many you can spawn in with.
- Bots will carry incendiaries/Molotovs slightly less.
- Both items cost increased to 3 supply from 2.
Other Potential Fire Changes
These are NOT present in the update, but have discussed some of these with a few of the "last-players-standing" this week and could be considered for the future:
- Everyone being able to carry fire items is still too crazy, relegate them to specific classes only (e.g. Demolitions)
- Changes to the grenade properties themselves, like burn time, damage and effective radius. For example, should the Molotov get its higher impact damage back, but burn for less time than the Incendiary? Should the overall radius of both items be reduced so they can't block as wide an area anymore? Should the damage at the edge of the radius be reduced, but the centre be increased, to reduce the amount of bots who can mosey on though? Open to suggestions!
First implementation of a Survival mode mutator - this modifies the enemy spawn waves to change them with each objective captured, rather than using the same random mix all throughout the match. Enemies start off easy (pistols only, etc) and get progressively harder, ending with Elites and Juggernauts. Still needs a bit of tweaking to be fully complete, but maybe we can try it for a few rounds at some point and see what people think.
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- Admiral of the Fleet
- Posts: 1998
- Joined: Tue Oct 23, 2018 7:30 pm
- 6
- Location: Loughborough
- Contact:
Re: Custom Theatre
One burner is fine with me.
Facebook Ebs Spawnsy
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
Got the SQUEE?
Pick up your suffering and bear it. (J. B. Peterson)
Stay hard. (D. Goggins)
Easy now.
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