ctdabomb {l Wrote}:1.two teams, when you die(or anyone) they switch sides.
ctdabomb {l Wrote}:2.one player is a zombie or something, and tries to kill everyone else, and everyone else tries to kill the zombie. when the zombie makes a kill that person becomes a zombie(or whatever it is)
ctdabomb {l Wrote}:3.one player is faster and better than all the others, and he tries to kill others, and they tries to kill him. when a person kills the faster/better one, they switch places.
qreeves {l Wrote}:Little known fact: When you play "hold bomber-ball" you can actually deselect the "team" mutator, you then score points by holding the ball as long as possible.
wowie {l Wrote}:The sword is the weapon most easily affected by lag. You usually need less than 200 ping in order to use the sword effectively because otherwise your attacks don't register.
wowie {l Wrote}:The sword is the weapon most easily affected by lag. You usually need less than 200 ping in order to use the sword effectively because otherwise your attacks don't register.
qreeves {l Wrote}:Little known fact: When you play "hold bomber-ball" you can actually deselect the "team" mutator, you then score points by holding the ball as long as possible.
sv_bomberbuffing 1 // buffed; 0 = off, &1 = when guarding, &2 = when securing
sv_bomberbuffdelay 1000 // buffed for this long after leaving
sv_bomberbuffarea 3 // multiply affinity radius by this much for buff
sv_bomberbuffdamage 1.5 // multiply outgoing damage by this much when buffed
sv_bomberbuffshield 1.5 // divide incoming damage by this much when buffed
sv_bomberregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
sv_bomberregendelay 1000 // regen this often when buffed
sv_bomberregenextra 2 // add this to regen when buffed
orbitaldecay {l Wrote}:I believe this is a misperception. Hit detection in RE is generally done client side. Your ping shouldn't influence whether or not your attacks register, only your skill level does(though other people may find that you are hitting them when you are farther away than you should be)
greaserpirate {l Wrote}:Oh wait, while we're at it, I had an idea:
We have tons of great time-trial maps, so here's what I propose: a "chase" mutator for time-trial where you have to hunt down a bot that spawns a second or two ahead of you and copies the movements of your best time, stopping at respawn points to fire at you. You can't acutally kill this bot tho, but you get some points added at the end of the lap for how much damage you deal to the bot. (scale factor could be something like 10%).
I don't know how feasible this idea is, but I'd really like this mode and I think it's original enough and it will make time-trial a lot more fun. I'll try to work on it.
wowie {l Wrote}:I like that idea. It's like a time trial ghost... except it's trying to kill you!
If you could get bots to copy programmed actions I think I'd end up using the feature to make machinima though...
Machinima mode!
wowie {l Wrote}:CAT AND MOUSE {TIME TRIAL EXCLUSIVE MUTATOR}
One player is designated "mouse" and tries to finish as many time trial laps as possible before dying,
while all the other players are designated "cats" and try to kill the mouse.
The mouse gets a 1 second head start.
The cat that deals the most damage to the mouse before he/she dies is made the mouse in the next round.
If there is a tie for damage "mouse" status is assigned randomly between the cats with the most points.
If the survivor mutator is enabled, the cats all respawn 1 second after the mouse finishes a lap.
Arena is enabled by default and cannot be disabled, since time trial maps have no weapon spawns. (Yet?)
The rest... is common sense. (e.g. if the mouse leaves randomly assign mouse status, etc.)
Should make for some epic chase scenes... also I edited the bounty hunter/multiball post to make a little more sense.
Users browsing this forum: No registered users and 1 guest