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EXU2 Ideas & Suggestions Thread

For public discussion of all things EXU2.

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User avatar FXANBSS
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 12 May 2016, 22:23

Tertiary Fire for every weapon?
It would be more hard to control and you can fail and use the tertiary fire accidentally, but hey, this is EXU2, nothing is easy here.
Oh wait, Tertiary Fire means a lot of insta-kill chances on powerful monsters, better not...

Tertiary Fires
Shitgun: Shoots meteors, uses 100 ammo.
HellGun: Demon Saturation Flare as Tertiary Fire, uses 100 ammo (Like the Super Hell Gun)
RFPC: LRPC Ball as Tertiary Fire. (Make it less powerful than the LRPC.)

SuperHellGun: Demon Blast as Tertiary Fire. (Fuck everything, it also kills yourself, destroying all your inventory.)


Secondary Fires
Fun Barrels: The Secondary Fire makes the barrel to explode.
SuperHellGun: Huge Hellfire Blasts when PentaPowered.


Weapon Ideas
Rage Cannon: Shoots Spheres of Death.
Chaos Sneer: Spams Super Sneers, Ultra Sneers and Hyper Sneers. (For fun when someone is bored.)
Tachyon Storm: Fucking powerful beams, and long range tachyon waves, also it gives you a Kill Aura, so monsters close to you will get reckt by Tachyon Storms.

Battle Flares Ideas
Sun Flare: You know.
Rage Flare: Yeah.
Void Flare: Starts to suck everything in range, the only way to kill a SuperbCharger.
Chaos Flare: Chaos Barrel style, but less powerful, still more powerful than a Munitions Party Flare.
Tachyon Flare: Creates tachyon storms for like 1 minute.

Last thing, try to complete every kind of race, for example, there are only two Jerk monsters types, the JerkKrall and JerkMerc, what about making more? Eh?
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User avatar UBerserker
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 13 May 2016, 18:18

I'm honestly against tertiary fire because of how easy it is to screw up while going from primary to secondary firemodes, and the other weapons are going to get used more than the PP which means much bigger margin of error. Those attacks you listed are overpowered and you can accidentally suicide very easily.

Sun Flare - the Sun Barrel already exists
Rage Flare - ?
Void Flare - a vacuum sounds cool for some setup but I'm not sure if it's possible in this engine
Chaos Flare - the Chaos Barrel already exists, besides this Flare is unfinished
Tachyon Flare - either completely useless or broken


I think weapon-wise, EXU2 is absolutely fine. Battle Flare is what isn't exactly satisfying. We have:
  • Nuclear Flare which is still ok (falls off horribly in G59 however)
  • Most of the old flares from the earliest version of EXU2 that are completely outmatched by the newer ones or even by the weapons themselves
  • The very few useful good flares (Fusion, Munitions, Megablast, BioHazard, PlasmaSprayer and Hellfire when you aren't facing Demons)
  • Those ClusterShock/ShockBurst ones that are decent for some direct damage but feel useless once you have strong weapons
  • DemonBlast and DemonSaturation flares that can be massively overpowered in indoor maps
  • Bouncilaser aka literally game breaking flare
  • The unfinished Chaos Flare
  • The unseen Stun Flare which is good in design but you never feel like using it, filling a useless inventory slot
  • Joke Horror flare or whatever I missed.

Basically the list of really useful, non-game breaking flares amount so far at Nuclear, Fusion, Munitions, Megablast, BioHazard, PlasmaSprayer, Hellfire and the direct Shock ones. Chaos might be decent too if it's finished but it's probably for outdoor stuff.

I'm still counting for something Saint; if a SaintGun isn't in store, a SaintFlare would be really cool then. There has to be a high-end tool against Demons to make up for their Hell immunity. Problem is that it's pretty hard to come up with decent "holy" effects other than white fog and some yellow rings. It should though only aim for Demon pawns in some way (maybe through tag recognization?) to make it a bit more unique instead of being a different elemental blast.

There should be also a Flare for 1vs1 boss fight. Isn't the SeekerMissile Flare really weak now? It should be strengthen up and should just aim for the pawn with the highest base health.
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 13 May 2016, 19:23

UBerserker wrote:
  • DemonBlast and DemonSaturation flares that can be massively overpowered in indoor maps


I don't know what is your problem with Saturation flares, in G59, i never used them, because Hellfire flares are more powerful.

Here is a comparison between DemonSaturation Flare and Hellfire Flare.

Hellfire Flare
Damage Types: Hell/Burned
Damage: 40000-80000
Duration: 5 seconds
Range: Low
Note: Can kill demon pawns.

Demon Saturation Flare
Damage Types: Hell
Damage: 10000-20000
Duration: 1 second
Range: Medium (50% larger radius than the Hellfire Flare, approx.)


BONUS
Demon Blast Flare!
Damage Types: Hell
Damage: 20000-80000 (I was expecting more, it should do more damage if a monster is in center of the demon blast.)
Duration: 5 seconds (The explosion occurs at the third second, approx.)
Range: High (Can destroy half the EMD in G59, it kills half the hyper entities, somehow, i've heard some electric sound after the explosion, close to the Weapon Tower Guard Chamber, that also can be triggered with a Large Marge in Loathsome Server, since they can damage stuff through walls, like the RFPC, but it has a lower range so it can't trigger that sound, i don't know if that place is supposed to make that electric sound.)
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User avatar FXANBSS
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 08 Jun 2016, 01:27

What about to create a separate file for the EXU Triggers?
To help map authors who doesn't use EXU2, so people can see how good EXU2 is, for example the ASS Controller, just by seeing the power of that trigger people might want to play EXU2 to see more of it.

UBerserker wrote:There should be also a Flare for 1vs1 boss fight. Isn't the SeekerMissile Flare really weak now? It should be strengthen up and should just aim for the pawn with the highest base health.

Oh, with tags would be better, if the Boss has a Boss PawnTag, Yeah.
The SeekerMissileFlare is enough powerful to me IMO, btw, all flares needs to be different in damage dealing, so the SeekerMissileFlare can't be the same as powerful as a Fusion Flare.
Also, all rockets on 1 pawn is not always good, if you have Shrapnel Mercenaries around...
Maybe most of rockets go to the tough guy, but a few will go to some other weak monsters.
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User avatar jaypeezy
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 10 Jun 2016, 15:40

UBerserker wrote:Sun Flare - the Sun Barrel already exists
Rage Flare - ?
Void Flare - a vacuum sounds cool for some setup but I'm not sure if it's possible in this engine
Chaos Flare - the Chaos Barrel already exists, besides this Flare is unfinished
Tachyon Flare - either completely useless or broken


Actually, ChaosUT had a weapon that did just what you describe for Void Flare, the Energy Vortex:
https://youtu.be/hYrEipktmUY?t=2m37s

EDIT: Skip to 2 minutes 35 seconds in.

User avatar UBerserker
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 21 Aug 2016, 16:14

Late reply but yeah that would be cool and it would make an excellent combo with weapons like the RFPC.
Going back to Saints stuff - I liked the effects of the Holy spells in Nali Chronicles but they're probably outdated by now, but who knows?

@Waffnuffly: you ever got around coding Warlord pawns to have different attacks or it's too much of a mess?
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User avatar UTNerd24
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 19 Sep 2016, 05:18

As a Masochist, I recommend a Turbo version of the Energy AR Type B.

Oh, and if you REALLY wanna go the extra mile, maybe a Hitscan variant of the Chaos Barrel. The Large Marge is awesome and all, but it isint Game-Breaking.

Campaign wise, I'm kinda hoping for more WTF moments. EXU2 seems to have a more serious approach, and that's ok, but it needs a bit more NIGHTOWL, TMNT, Sploogie and Death Metal Tentacles.


Also, a Sneer Launcher would be cool. Ultra Sneers are the ultimate spawnkillers.
I have needs.

User avatar FXANBSS
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 19 Sep 2016, 16:46

Let's use the Sneer powers for everything, isn't it?

- Hyper Sneer + Ultra Sneer = WTF BOOM
- Ultra Sneer + Rage Sphere = lol ur definitely reckt
- Largest Marge that shoots the projectile above, nobody will survive at this :v
- Overpowered Weapons (EnergyAR that shoots red lasers) (Hyper Flakker crazy grenades) (Everything)
- Ultra belt is too weak yo
- Take control of a Firefucker
- Archdemons are too weak
- Fucking powerful bosses that can even destroy ur ass if you use LRPC
- Something worse than the Magatsu Gassius from G59
- SevenHundredthPawn
- Ultrass
- Weapon that shoots monsters
- Super Ultra Mega Badass Pawn
- More garbage
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User avatar UTNerd24
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 20 Sep 2016, 14:33

FXANBSS wrote:Let's use the Sneer powers for everything, isn't it?

- Hyper Sneer + Ultra Sneer = WTF BOOM
- Ultra Sneer + Rage Sphere = lol ur definitely reckt
- Largest Marge that shoots the projectile above, nobody will survive at this :v
- Overpowered Weapons (EnergyAR that shoots red lasers) (Hyper Flakker crazy grenades) (Everything)
- Ultra belt is too weak yo
- Take control of a Firefucker
- Archdemons are too weak
- Fucking powerful bosses that can even destroy ur ass if you use LRPC
- Something worse than the Magatsu Gassius from G59
- SevenHundredthPawn
- Ultrass
- Weapon that shoots monsters
- Super Ultra Mega Badass Pawn
- More garbage


I dont know whether to see this as mockery or genuine ideas.

EDIT: I dunno about you, but this is some Final Boss/High Tier Battle Music right here:
I have needs.

User avatar KeeperUTX
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Subject: Re: EXU2 Ideas & Suggestions Thread

Post Posted: 25 Mar 2017, 15:42

Lots of people suggesting the Flare Gun as a starting weapon... I like this, so let me try and expand on it.

I have here on my UT a mutator that disables instantly used items. I can't recall from where it is, though, I just have it in there, and use it for MP enemies in matches that drop flares. Here's my solutions:

-If needed, I can look around for which .u file has this mutator, and post the script here or to Waff in a private post. The script that cancels out instant usage could be absorbed for MP-based flares, or modified... no... EXUified into its own mutator that disables instant Flare use.
-Otherwise, there could be a FlareGunMP, which has this built-in; suppresses instant flare use.
-Flares spawn around the map in random intervals around an area off another mutator.
-A Flare Crate also spawns that has a random set of flares as the original one. Only one spawns per gameplay.

Flare-Gun priority for bots:
-Namely, they should only be able to use it when they have at least one flare in the inventory. They should be told in the weapon's script to refrain from using it unless they have.. well, a flare on them.
-If they shoot secondary fire, they switch to a second weapon so they don't spam it. Wouldn't want the engine to shit itself from an overkill amount of flares (should they find something like several munitions party mix flares)
-Generally would be stupid if they pulled out the flare gun at melee range to shoot some kind of volatile flare in your face, killing you both. It's hilarious but perhaps they should be told to use the weapon from afar? if possible? If not, eh... I'm sure it'll bust a gut or two when you see a bot's pokerface with the Flare Gun's barrel at your face. "Hasta La Vista, baby..."
A story is best written from a unity of mind and heart.

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