Onslaught Onslaught Server Discussion

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Old 06-24-2017, 11:46 PM   #1
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On server and redirect now.

Get it here if you want it before hand. Delete "-Beta3" from the map name to match the servers.


Thanks to TurboK for his continued work. Thanks to WMD40 for his testing.


TK will fill us in shortly on the map.
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Old 06-25-2017, 02:53 AM   #2
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Changes:

- This is Binger's symmetrical version of the map with the small hills.
- Lake nodes are now fortresses that cannot be spammed from the usual mino/Hurricane spot or the map hill near the core.
- More reverse Badgers, now you actually have to aim when driving a Badger, and the gunner is much more useful.
- Nuclear strike painters
- Map should be slightly more friendly to Hammerheads/flyers

The idea behind these changes was to have shorter matches by evening the sides. Making the lake nodes stronger allows teams to hold them longer and venture deeper into the enemy side before getting cut-off.
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Old 06-25-2017, 03:48 AM   #3
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My Opinion:

There are too many badgers. They are too fast and the physics of the main turret is causing a lot of lag I think? They really need SOME knockback so they're not so overpowered.

The castle meshes are buggy around the center nodes if you're on top of the structure, I keep falling inside them extremely easy.

( http://i.imgur.com/Qr3CxU6.jpg )
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Old 06-25-2017, 06:07 AM   #4
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Could you please add back the Ballista, preferably the old version?

Also, I can redo the terrain for a tropical/wooded setting if there's interest.
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Old 06-25-2017, 07:45 AM   #5
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Quote:
Originally Posted by turbo k View Post
changes:


- nuclear strike painters

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Old 06-25-2017, 01:19 PM   #6
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Quote:
Originally Posted by Xexx View Post
My Opinion:

There are too many badgers. They are too fast and the physics of the main turret is causing a lot of lag I think? They really need SOME knockback so they're not so overpowered.

The castle meshes are buggy around the center nodes if you're on top of the structure, I keep falling inside them extremely easy.

( http://i.imgur.com/Qr3CxU6.jpg )
I'll fix the castle meshes soon. I did remove some Badgers, you think there are still too many?

Quote:
Originally Posted by Anonymous[Lolz] View Post
Could you please add back the Ballista, preferably the old version?

Also, I can redo the terrain for a tropical/wooded setting if there's interest.
I removed the Ballista because there were way too many people camping instead of going to nodes. The Goliath Mk. II performs a similar function, but can also be used as an offensive vehicle.
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Old 06-25-2017, 01:59 PM   #7
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I like this version better than the old Dria! However, I agree with Anon, bring back the Balista! I like the additions of the reverse badgers; they are awesome... IMO, the reverse badger is the best badger of them all. Adding a Shocker would be fun too!
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Old 06-25-2017, 06:01 PM   #8
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Just doing a vehicle tally of what's changed, relative to Dria-TMU v5:

Core:

- Stealth Badger
- Ballista
+ regdaB
+ Goliath MkII

Node 4/7:

- Badger
- Hammerhead
+ Fire Tank (didn't check if weak or strong version)

Nodes 3/8:
- Badger
- Centaur
+ regdaB

Nodes 1/2:
- Goliath
+ Goliath MkII

Node 5/10:

- Badger
- Goliath
+ regdaB

Node 6/9:

- Badger
- Goliath
+ regdaB
+ Goliath MkII

Net Change (map):
Loss:
8 Badgers (4 per side)
2 Ballistas (1 per side)
2 Centaurs (1 per side)
6 Goliaths (2 per side, 2 in mid)
2 Hammerheads (1 per side)
2 Stealth Badgers (1 per side)

Gain:
6 regdaBs (3 per side, 4/7 Badger not replaced)
6 Goliath MkIIs (3 per side, 5/10 Goliath not replaced, replacing core Ballista)
2 Fire Tanks (1 per side)

Net loss of 8 vehicles

2 Target Painters were also removed, and the remaining 2 were turned into nuclear strike painters.

Also, there's a piece of geometry in 1/2 on top that people can clip into. The feet can't be hit, as it's inside the geometry.

http://i.imgur.com/uXYu8n8.jpg
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Old 06-25-2017, 07:34 PM   #9
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This map is laggy and doesn't have enough vehicles. I've only played it twice and both times players are complaining about no vehicles and lag. It isn't fun in it's current version. Are the respawn times extended?

Last edited by Mr.Crow; 06-26-2017 at 06:45 PM..
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Old 06-27-2017, 05:21 AM   #10
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Just gave it a run with an empty server. A couple notes:

The fire tank is the strong version
I like the nuclear strike painter
x2 on the Goliath IIs replacing ballistas

Thoughts on the lake nodes:

I like the fortress nodes.
Can we make them slightly more functional as a fortress? For example, the towers are only accessible by flyer...can't get up there on foot, can we add a ladder or internal spiral stairs up to them?
Or as an idea you could go nuts with this adding armories that spawn when you own the node (super shield, special weapon, whatever...)
They seem like they'll get used for fly-by attacks now... you need to fly through it to do a successful bombing run w/ dragon or hammerhead. Perhaps there's something there with this? I don't know, maybe do something with having the gate on both sides, or none? Or a longer entry tunnel? Or some kind of giant pendulum type thing protecting an entrance or inside? Maybe if the towers were accessible by foot then there's a spot to defend from people preparing for the fly-by?


Overall it's cool. Always nice to see a refresh and try something new. Thanks to all who build/mod maps.
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Old 06-27-2017, 07:09 AM   #11
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Quote:
Originally Posted by YEAAAHHHHHHHHHH View Post
For example, the towers are only accessible by flyer...can't get up there on foot, can we add a ladder or internal spiral stairs up to them?
but you can even get on the merlons
https://youtu.be/M9gQw11iLyU
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Old 06-27-2017, 02:14 PM   #12
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I love your youtube name lol
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Old 06-27-2017, 05:25 PM   #13
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Originally Posted by SMOKER View Post
I love your youtube name lol
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Old 06-27-2017, 09:22 PM   #14
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Quote:
Originally Posted by Anonymous[Lolz] View Post
but you can even get on the merlons
https://youtu.be/M9gQw11iLyU
Yes, I added static meshes that allow people to easily jump and dodge-jump up to the tower pickups.
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Old 06-29-2017, 02:26 PM   #15
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A couple of thoughts:

- Overall a nice improvement

- I think adding a Centaur back on each side would be nice, maybe at 6/9

- It did seem that we ran out of vehicles pretty quick at the base when the match was one sided.

- Still seems like the AVRILs have a hard time damaging some badgers.

I do like YEEAAHHH's idea of more fortress fun, but I think a separate version with that. I like the way it plays now, but both would be cool.
Maybe do a random vehicle spawn inside the fortresses?
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Old 06-29-2017, 03:11 PM   #16
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Quote:
Originally Posted by {glr}pooty View Post
I do like YEEAAHHH's idea of more fortress fun, but I think a separate version with that. I like the way it plays now, but both would be cool.
Dria is going Minus Fast and Furious.
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Old 06-29-2017, 05:45 PM   #17
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Quote:
Originally Posted by {glr}pooty View Post
- Still seems like the AVRILs have a hard time damaging some badgers.
Yeah, that's due to a low vehicle center... happens with all the badgers. You need to shot the AVRILS higher so they angle down, otherwise they seem to hit the ground.
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Old 06-29-2017, 08:23 PM   #18
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Quote:
Originally Posted by FuzzySlippers View Post
Yeah, that's due to a low vehicle center... happens with all the badgers. You need to shot the AVRILS higher so they angle down, otherwise they seem to hit the ground.
Wormbo's Badgers fixed that, but the tradeoff is a huge nerf in damage output.
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Old 06-29-2017, 08:33 PM   #19
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Quote:
Originally Posted by Turbo K View Post
Wormbo's Badgers fixed that, but the tradeoff is a huge nerf in damage output.
And they don't have air control.
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Old 06-29-2017, 09:40 PM   #20
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I kind of forgot about this. Glad to see you got it on the server. How's the symmetry thing working?
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