comet1337 wrote:i don't think i saw a single standard zombieman
and the disparity in power between enemies from the same spawn is insane (a zombieman with smm firepower and baron health)
also when they start infighting, they just shoot 45 degrees up above eachother infinitely
with the player having multi jumps (put a delay on when a double jump can be done after a normal jump to avoid super jumps), the stepheight increase is redundant and only makes me stumble over switches and railings
increased enemy mobility doesnt play nice with map balance with them expecting shit to be and attack from where they are
i open the door from the room i spawn in, shoot a guy, wake all the monsters, and then get swarmed by hellknights that dont respect map boundaries or flow
also having them warp up and down non stop because they brush against a wall is infuriating
the weapon selection system is needlessly complicated and i dont see a reason why it couldnt work the traditional way
doesnt help the keys in the menu are just labelled as "user #"
are they even used for anything essential?
enemies (zombies) dont reliably drop ammo/weapons like they normally do
do you need to have a weapon to pick up ammo for it? i found what i think is shotgun and rifle mags, but couldnt pick them up
(turns out theres some kind of arbitrary trigger for when you can and cant pickup certain ammo and i dont know what it is because i just picked up ammo i previously couldnt and did not pickup any weapons between)
for shooting out of your hip, hug a wall, step back, shoot, step forward again: the decal appears under the entire gun
also the knockback on enemy guns is absurd
you get hit once and are thrown out in the open
also makes melee worthless since you cant get in range
do ammo spawns randomly spawn weapons/ not spawn anything?
[imgur]https://i.imgur.com/jfz6G87.png[/imgur]
how the fuck do i post pics
this is the result of spawning a bunch of zombiemen
with the cloaked guys being the most powerful, this is pretty fucked
TheRailgunner wrote:
What was the last version you played?
v0248e
...so, here is what happens when I spawn a shitload of zombiemen:
https://i.imgur.com/8NcVZpw.png
Most are normal, some are XM27 zombies, a few are Chaingunners, one is a Pulsar-D guy, which makes me wonder what the CVARs are set to on your end (since the last version you played was 0.2.4.8e, the default values may differ from 0.2.4.13c, or may correspond to different states/trigger different spawning mechanisms). From your screenshot, it seems you have the Rare Enemy Spawn Rate CVAR set to Elite Monsters Only:
https://i.imgur.com/1G6RyF6.png
The infighting thing I haven't figured out - it has to be a faulty loop in its attack states, since many enemies will sometimes continue to fire at a nonexistent target indefinitely. About the 45-degree angle thing - it occurs if they get stuck in a firing loop and can't actually hit each other (but can see each other). Once i figure out what is making these loops, that will likely cease to be an issue as well.
The weapon switching thing - yeah, I get that it's convoluted, but streamlining it would be a lot better than using the traditional setup (one where you have to page through all of the weapons in a given slot to select the one you want, weapon acquisition interrupts the flow of combat, a hodgepodge of ammo types, and a poorly-defined assignment of the roles the various weapons fill in the arsenal).
I'm pretty sure I fixed the +AMBUSH thing as of 0.2.4.13b (before that, because of their custom spawning mechanism, monsters could not inherit flags from the actors they're replacing, so +AMBUSH would get dropped). I do have to do something about the stepheight thing and +DROPOFF, though.
The Extra User Keys permit the weapons to have more options - firing modes, alternate ammos, things like that. Some have as many as four functions tied to User 5 through 8 (the MARS B, for example). They are important, at least.
Yes, the disparity between Common, Elite, and Champion monsters of the same monster type is absurd - as it should be, since the monsters you are seeing are supposed to be rare.
No, you do not need a weapon to pick up ammo for it, and there isn't an arbitrary trigger for when you can or can't.
Please explain the decal to me - I literally have no idea what you mean.
Enemies having knockback is an unintended side effect of increasing the mass of tougher enemies to make them less movable; that said, only Elite and Champion monsters have gameplay altering knockback. It also makes melee riskier and more selective in its usability -
The Trooper's melees are actually quite strong, and normal knockback would make it easier to Tyson your way through it, especially once you pickup a Blood or Might Focus
All enemies in
The Trooper drop ammo and potentially weapons, though neither is guaranteed to do so except from tougher enemies; if the zombies dropped their weapons (instead of a small chance to drop an item that gives you a psuedorandom weapon), the player would either acquire the strongest weapons in the game too early (as with the Fallen Legionnaire), or not encounter the enemies that drop them until later (making much of the game too easy, even if you make the N7 obtainable later instead of earlier); if they always dropped ammo, the player would never run out of ammo for most of their weapons, because most enemies (assuming proper CVAR values) are killed for a fraction of the ammo you get from them.
Ammo does have a chance not to spawn (I would guess about 1 in maybe 4?), and primary weapon engrams have a chance to spawn in the place of clips (this chance is pretty low by comparison).