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
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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: 2002
- Joined: Tue Oct 23, 2018 7:30 pm
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- Location: Loughborough
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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: 240
- Joined: Wed Oct 24, 2018 9:49 pm
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- 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: 2002
- Joined: Tue Oct 23, 2018 7:30 pm
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- Location: Loughborough
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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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- Vice Admiral
- Posts: 240
- Joined: Wed Oct 24, 2018 9:49 pm
- 6
- Contact:
Re: Custom Theatre
Hey guys, haven't given an update on the server/theatre in a while so figured I would go over some recent changes:
Bot AI
Last week we swapped over from the previous ImprovedAI to the AIModifier mod. In general this should make the enemies feel a bit more "human" and less like targets in a shooting gallery. At first they were a bit too unforgiving (which was a fun challenge ) but I've turned down their reaction speed and accuracy and they feel like they're in a pretty good place now. Feedback welcome as always! From playing over the weekend, here are the major differences we noticed in no particular order:
I added the Custom Sights mod a while back, now updated to the newest version which lets you change scopes too! Scopes sometimes don't apply your custom crosshair right away but usually should if you switch weapons and back.
Some other people who use it have been having issues with the mod versions getting out of sync between the client and server. If that happens to you, the symptom is either getting a "Lost Connection" message when joining or your game crashing. The fix is usually to just delete the mod on your end and let it redownload - instructions are on the mod page.
First-Aid Kits
This is something I wanted to add for a while but couldn't solve one last issue getting them to work. That issue is now solved. The First-Aid Kits function almost the same as the Ammo Drops we've had for a while. They only appear in Explosive Slot 5 in your loadout meaning you need to use the Equipment Carrier to choose it. Plant it on the ground like you would a C4 (or Ammo Drop, I guess) for any player to consume. It's single-use and grants +75HP.
Thanks guys, let me know if you have any feedback or suggestions as always
Bot AI
Last week we swapped over from the previous ImprovedAI to the AIModifier mod. In general this should make the enemies feel a bit more "human" and less like targets in a shooting gallery. At first they were a bit too unforgiving (which was a fun challenge ) but I've turned down their reaction speed and accuracy and they feel like they're in a pretty good place now. Feedback welcome as always! From playing over the weekend, here are the major differences we noticed in no particular order:
- Bots will shoot at you from a lot further away with appropriate weapons now (100m+) but with significantly reduced accuracy. This means they'll tempt you to keep your head down with suppressive fire but the likelihood of them actually hitting you is quite low.... Probably...
- Bots won't try to use shotguns/pistols/SMGs at insanely long ranges anymore.
- Bots should not start firing at you while sprinting (or immediately coming to a stop) with perfect accuracy.
- Bots will flank you and take alternative routes more often.
- Bots will sometimes keep firing at your last location when you break line-of-sight, which can lead to getting hit through walls/window frames if you don't move away.
- Bots can be a little more creative with their grenade throws, they are now able to throw them into windows and doorways.
- Bots won't always rush everywhere at full speed, some will advance slower and more carefully.
- Bots tend to advance slower in general, meaning they won't reach objectives as fast as before when being reinforced. Make sure to check for stragglers...
- Bots won't immediately ignore you and start retreating when you secure an objective. Instead some of them may linger in the nearby area, so watch out for those stragglers too.
- Bots don't shoot at helicopters anymore. This is a bit unfortunate, but it also means the bots don't bug out and wallbang you from spawn anymore when they are supposed to be firing at the helis! It also means they aren't being distracted by air support when they should be shooting at you.
- Bots don't call out to you as much before shooting anymore.
- Bots can see through smoke a little better than they used to (trying to adjust this).
I added the Custom Sights mod a while back, now updated to the newest version which lets you change scopes too! Scopes sometimes don't apply your custom crosshair right away but usually should if you switch weapons and back.
Some other people who use it have been having issues with the mod versions getting out of sync between the client and server. If that happens to you, the symptom is either getting a "Lost Connection" message when joining or your game crashing. The fix is usually to just delete the mod on your end and let it redownload - instructions are on the mod page.
First-Aid Kits
This is something I wanted to add for a while but couldn't solve one last issue getting them to work. That issue is now solved. The First-Aid Kits function almost the same as the Ammo Drops we've had for a while. They only appear in Explosive Slot 5 in your loadout meaning you need to use the Equipment Carrier to choose it. Plant it on the ground like you would a C4 (or Ammo Drop, I guess) for any player to consume. It's single-use and grants +75HP.
Thanks guys, let me know if you have any feedback or suggestions as always
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- Admiral of the Fleet
- Posts: 2002
- Joined: Tue Oct 23, 2018 7:30 pm
- 6
- Location: Loughborough
- Contact:
Re: Custom Theatre
Whoop! +75hp! An awesome development.
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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