Feedback from 0.5 TE playsession

Feedback from 0.5 TE playsession

Postby Julius » 19 Nov 2014, 22:05

Ok after the quick round today here are my thoughts:

1. cycling the weapon with q doesn't work very well when you have more than two weapons, and hardly ever would you want to switch to the sniper after using the rocket launcher
2. would be nice to have the shotgun too, and to a lesser extend the minigun
3. most of the slopes in TE1 should be be climbable with a normal jump (space)

4. General thought, compared with middle mouse grenades and disks all other weapons are extremely weak and seem to be more or less only good for getting disk-locks (and even for that the middle mouse grenade seems better); this becomes really obvious when playing TE, as in ETH you are too busy rechaging and capturing ;)
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Re: Feedback from 0.5 TE playsession

Postby fr1tz » 19 Nov 2014, 22:25

1. For three weapons it still *kinda* works for me, but I agree overall.
2. That depends, including these two weapons would totally change how TE plays. Perhaps as mutator?
3. Agreed
4. A direct hit with the MGL does the same amount of damage as a razor disc and a grenade actually does less (40dmg compared to the 60dmg of the other two).
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Re: Feedback from 0.5 TE playsession

Postby fr1tz » 20 Nov 2014, 08:24

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Re: Feedback from 0.5 TE playsession

Postby Julius » 20 Nov 2014, 16:25

Ahh interesting.

Did you never zoom, or is that not recorded?

Btw: strange observation: offline the game runs really smooth on my system, but in online matches I get some strange FPS drops in close quarter battles. Somehow this doesn't seem to happen in the recording either, so there is something fishy about that...

P.S.: the "disconnect" of the ingame menu kills the game completely instead of returning you to the main menu or the server browser.
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Re: Feedback from 0.5 TE playsession

Postby fr1tz » 20 Nov 2014, 19:48

Yup, zoom is not recorded.

@P.S.: Does it cause a segfault?
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Re: Feedback from 0.5 TE playsession

Postby Julius » 20 Nov 2014, 19:56

fr1tz {l Wrote}:@P.S.: Does it cause a segfault?


Actually yes, but it doesn't always happen it seems:
{l Code}: {l Select All Code}
Program shadergen:/af50ac06f1a93cd6_V.glsl / shadergen:/af50ac06f1a93cd6_P.glsl:
Failed to load profile bitmap (shell/gui/images/selector-button)
shell/serverConnection.cs (199): Unable to find object: 'PlayerListGui' attempting to call function 'clear'
Failed to load profile bitmap (shell/gui/images/selector-button)
shell/serverConnection.cs (178): Unable to find function destroyServer
% Segmentation fault (core dumped)


(tried twice to disconnect after starting the recording, once it went back into the menu the other time the above happend, running on Linux btw.)
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