The not WO rounds today

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awan
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The not WO rounds today

Post by awan » 06 Nov 2018, 11:37

The development team has managed to fix the bugs that were there with WO.
We did not have 2 WO rounds today (Just now).
But if we did here is a quick recap on what changes I foresee myself making.
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The following is my personal opinion and might not fully represent the opinion of other development team members.
  • The amount of Xeno's that spawned during these 2 rounds was very high. I would try to increment it depending on the wave.
  • I want to make late joins possible (at least) until the first wave hits.
  • I have added in some more cades and sentries. I will add some extra static defences. Maybe even make all cades start wired.
  • Improve the garbage collection to lower the lag on later rounds.
  • Make the marines get "special" reinforcements on the break wave.
  • Do something to req to reduce the massive amount of objects spawning in one location.
In general, the core gameplay works.
The details is something I am not happy with at all though.
(And the three game breaking issues we have imo.)
Last edited by awan on 06 Nov 2018, 11:40, edited 1 time in total.
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Re: The not WO rounds today

Post by Rikman » 06 Nov 2018, 11:38

Are you shitting me I just missed A WO round
“Here is the wild Homo Sapien hunting its prey. The humanoids are pack hunters, using their shoddy armor as a pitiful defense against the towering Insecta. The human is quickly downed by the Insecta’s powerful slash. But, sheer numbers of humanoids rampage the abuser and Insecta is eventually burned to death, beaten, and dismembered.”
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Re: The not WO rounds today

Post by awan » 06 Nov 2018, 11:40

Rikman wrote:
06 Nov 2018, 11:38
Are you shitting me I just missed A WO round
2
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Re: The not WO rounds today

Post by Sora9567 » 06 Nov 2018, 11:41

I was the quarter master in the Second round. If it's possible with the code, I'd like to suggest an attachment vendor be placed. I'm not asking for it to be constantly filled during waves, just a plain attachment vendor that starts empty that the QM can stock with the attachments from the crates, since that could reduce the amount of items on the ground.
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Re: The not WO rounds today

Post by TheMaskedMan2 » 06 Nov 2018, 11:43

Whiskey Outpost definitely did not happen but if it did I would say it's pretty good. My general opinion on WO is it should be a general survival round. Most of the time Xenos should win and it should be more of a "How long can you last?" sort of thing in my opinion. During higher pop Marines are capable of really pumping out the defenses so, but in general I need to see more of it in action.
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Re: The not WO rounds today

Post by Simo94 » 06 Nov 2018, 11:57

i was pfc ben shapiro, destroyed a boiler with pure facts and logic.
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Re: The not WO rounds today

Post by Rikman » 06 Nov 2018, 11:57

awan wrote:
06 Nov 2018, 11:40
2
WHAT THE FUCK

will there be more today?

I need to see WO again damnit
“Here is the wild Homo Sapien hunting its prey. The humanoids are pack hunters, using their shoddy armor as a pitiful defense against the towering Insecta. The human is quickly downed by the Insecta’s powerful slash. But, sheer numbers of humanoids rampage the abuser and Insecta is eventually burned to death, beaten, and dismembered.”
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Re: The not WO rounds today

Post by LittleBlast » 06 Nov 2018, 13:54

My Suggestions would be as follows:

-Specs start with either more ammo or an easy way to get more ammo. In the rounds we played I was running out of ammo very quickly when I played anything except pyro.
-On a similar Note, Pyro Spec should get a Mag Harness in their starting equipment. You will never see a Pyro spec not take a Mag harness in normal game.
-First waves seemed way to intense. Amount of xenos should scale with round, and with server population.
-Could just be that our engineers were terrible and our front cades got mortared multiple times.
-More Defenses on the main pathway. Right now there seemed to be very little reason to ever do anything with the side paths because once the first line fell everything else just fell immediately because you just cant hold the rest of the middle pathway.

Ill add more as I think of things. These were just the first things I noticed
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Re: The not WO rounds today

Post by awan » 06 Nov 2018, 16:01

LittleBlast wrote:
06 Nov 2018, 13:54
My Suggestions would be as follows:

-Specs start with either more ammo or an easy way to get more ammo. In the rounds we played I was running out of ammo very quickly when I played anything except pyro.
-On a similar Note, Pyro Spec should get a Mag Harness in their starting equipment. You will never see a Pyro spec not take a Mag harness in normal game.
-First waves seemed way to intense. Amount of xenos should scale with round, and with server population.
-Could just be that our engineers were terrible and our front cades got mortared multiple times.
-More Defenses on the main pathway. Right now there seemed to be very little reason to ever do anything with the side paths because once the first line fell everything else just fell immediately because you just cant hold the rest of the middle pathway.

Ill add more as I think of things. These were just the first things I noticed
1. The SL has a beacon you can use for more ammo. It is intended the SL has it and not the spec.
2. I will take a look at this.
3. I fixed this. (But your engineers were bad.)
4. I added in more defenses already.
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Re: The not WO rounds today

Post by Dolth » 07 Nov 2018, 03:47

LittleBlast wrote:
06 Nov 2018, 13:54
-On a similar Note, Pyro Spec should get a Mag Harness in their starting equipment. You will never see a Pyro spec not take a Mag harness in normal game.
Oh you will. Railflash 240T and AP BC 41A for the win..

Anyway, when will there be more WO rounds? Totally missed them :/.
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Re: The not WO rounds today

Post by awan » 07 Nov 2018, 05:17

Dolth wrote:
07 Nov 2018, 03:47
Oh you will. Railflash 240T and AP BC 41A for the win..

Anyway, when will there be more WO rounds? Totally missed them :/.
Well, I just planned the next one.
Most likely next round. (Depending on when this round ends.)
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Re: The not WO rounds today

Post by Dolth » 07 Nov 2018, 07:38

Nooooooo. It's 1:30 PM here! Us europeen deserve a WO round! :(
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Re: The not WO rounds today

Post by awan » 07 Nov 2018, 08:11

So, I am going to be doing more fixes.
I am going to try and have another test in 9-10 hours so americans can play it. (And we get higher pop.)
This is the current to-do list. (A copy of it.)
https://docs.google.com/spreadsheets/d/ ... sp=sharing
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Re: The not WO rounds today

Post by Swagile » 07 Nov 2018, 08:21

Less plastisteel cades, like holy shit we just kept being stopped by like 200 plastisteel cades till we finally got Boilers (which is like 6 mins left into the game).
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Re: The not WO rounds today

Post by Pixcellent » 07 Nov 2018, 08:35

I was fortunate enough to play in two of the rounds and I found that it played surprisingly well, for context I played the last two rounds you hosted which I believe had the defenses already upgraded once.

I think the changes on the ToDo list look good mostly. That being said I'd hold off on adding more defenses or a marine reinforcement round until we've seen how more rounds of WO play out with the current setup because my first impression is that WO is a little too easy for marines currently and I imagine things will only get easier for marines as they learn to defend and use the resources provided better.

Anyway I really enjoyed the change of pace, I'm looking forward to playing WO again!

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Re: The not WO rounds today

Post by conthegodoffire » 07 Nov 2018, 09:03

I have sadly not got to play a WO round yet, but I can't wait.
I would love for this to be a more common thing.
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Re: The not WO rounds today

Post by LittleBlast » 07 Nov 2018, 13:55

I think part of the problem with the first two WO rounds was that it was in low pop hours so we didnt have the full picture. I think high pop tests are important before many big changes thinking about it
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Re: The not WO rounds today

Post by TheMaskedMan2 » 07 Nov 2018, 19:00

What i've learned.

1. Defenders are probably too tanky.
2. When a Xeno ghosts, it automatically forces them to rest, and then when a new ghost joins them, they can't un-rest.
3. Later in the round it starts to lag pretty bad, not sure how to fix that, rig it so it auto-deletes blood and bullets and other useless stuff after every round?
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Re: The not WO rounds today

Post by awan » 07 Nov 2018, 22:50

TheMaskedMan2 wrote:
07 Nov 2018, 19:00
What i've learned.

1. Defenders are probably too tanky.
2. When a Xeno ghosts, it automatically forces them to rest, and then when a new ghost joins them, they can't un-rest.
3. Later in the round it starts to lag pretty bad, not sure how to fix that, rig it so it auto-deletes blood and bullets and other useless stuff after every round?
1. This is their armor not their health. Ill take a look at it.
2. You can still type rest into the chat bar. But ill fix it.
3. Already working on it.
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Re: The not WO rounds today

Post by Audi_Gzz » 07 Nov 2018, 22:58

TheMaskedMan2 wrote:
07 Nov 2018, 19:00
What i've learned.

1. Defenders are probably too tanky.
2. When a Xeno ghosts, it automatically forces them to rest, and then when a new ghost joins them, they can't un-rest.
3. Later in the round it starts to lag pretty bad, not sure how to fix that, rig it so it auto-deletes blood and bullets and other useless stuff after every round?
You can un-rest not by using the top button but going into IC tab and clicking rest from there. I was stuck for a moment previous round lol.
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Re: The not WO rounds today

Post by carlarc » 08 Nov 2018, 07:15

why are defenders so insane wackstrong in wo? i saw a young defender block 3 gauss turrets, an mg, and several pulse rifles firing at it at tje same time. it only dies to melee and pbs

this is obviously a bug but like what can even cause this
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Re: The not WO rounds today

Post by Dolth » 08 Nov 2018, 08:23

I mean on a regular round a mature defender goes crit with 7 AP BC rounds...
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Re: The not WO rounds today

Post by Reuben Owen » 08 Nov 2018, 08:30

just as a reminder during the later waves all pheromones are up, so defenders + everyone else gets VERY STRONG frenzy/GUARD/recovery pheros from the praes that might exlpain their tankyboi-ness
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Re: The not WO rounds today

Post by Ranged66 » 08 Nov 2018, 08:35

I was manning the M56Ds and eventually I just ignored defenders with their crest down, there was no point to shooting them even if they were young. Only about one in 5 bullets if not less did not get deflected.
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Re: The not WO rounds today

Post by Dolth » 08 Nov 2018, 10:11

Ranged66 wrote:
08 Nov 2018, 08:35
I was manning the M56Ds and eventually I just ignored defenders with their crest down, there was no point to shooting them even if they were young. Only about one in 5 bullets if not less did not get deflected.
Okay holy shit? Woah. We need blue flames and SADARs.
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