Scout-kun is a lie... right?

Does anyone actually use the Clusterfucker's lock-on capability?

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User avatar Buff Skeleton
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Subject: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 25 Mar 2015, 00:47

I sure don't. It seems pretty useless since you can just spam rockets everywhere. Further, I'm thinking of making the rockets hit twice as hard and fire only four, but in a rapidfire four-shot burst with each click instead of all at once. Thoughts?
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 25 Mar 2015, 00:53

I actually do use it on G59 several times, mainly to locate enemies in the dark (e.g. Big Shadow Creatures) or invisible ones.
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User avatar Sat42
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 25 Mar 2015, 11:54

I also used the Clusterfucker's lock-on capability on occasion, especially in G59!
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 08 Jul 2015, 04:37

Thought I'd chime in and mention I ended up putting the lock-on capability behind a feature flag you can toggle in EXU.ini, so - best of both worlds!

I also made the alt fire mechanics a bit different, and a lot more satisfying. Instead of eight rockets all at once, it fires four, much beefier rockets in rapid succession.

I'm gonna put together a short vid demonstrating! I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 08 Jul 2015, 08:27

Buff Skeleton wrote:I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.

Do tell!
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 08 Jul 2015, 13:38

Record at 60 fps instead of 30. That was basically the only thing holding back performance on my machine, haha
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 09 Jul 2015, 03:17

Heeeeeeeere we go! Damn the quality of this view blows away all the other ones.

https://www.youtube.com/watch?v=bg8ErFeUaU8
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 09 Jul 2015, 15:36

It's better now that the rockets feel to pack more power.
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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 10 Jul 2015, 20:45

Awesome video, so EXU2!
I love the voice pack :lol:
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 27 Jul 2015, 06:51

I certainly do as I like homing rockets. :P
Trying to get back into the swing of things.

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 03 Oct 2015, 04:19

Now looks like the SuperClusterfucker. Cool!
I grant you the ultimate power!

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 23 Apr 2016, 06:19

Yes.

Rock-on Lock-on !
Mooo !

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 20 Aug 2016, 07:40

Bump.

Since you seem to be still in process, I would like to suggest 3 minor adjustments to the
clusterfuckers lock-on capability.

1. It should not lock on other players. (Edit: In Coop....)
2. It should not lock on scriptedpawns who are Owned by a player. (i.e. RebelSkaarj)
3. It should not lock on "Passive/Friendly" Nali/Cows/Birds or other pawns who are not a threat.

It is freaking great as is, but if any changes where to be made to it, those 3 would be my choices.
Mooo !

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Subject: Re: Does anyone actually use the Clusterfucker's lock-on capability?

Post Posted: 20 Aug 2016, 17:26

1) Should already be in place with the latest code
2) This works for EXUScriptedPawns that have the PlayerAlly tag, but I don't think it'll support other kinds of pawns
3) Can probably do this fairly easily
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