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#21 |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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![]() The nuclear strike painter is going to have to go. People have been abusing it by firing it at the end of a round and then wiping out the enemy team at the beginning of the next round.
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#22 |
Nubbin' it since '04
![]() ![]() Join Date: Dec 2013
Location: Miami, FL. USA, Terra Firma
Posts: 306
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![]() Did not know that was possible. I would have thought one game wouldn't be able to call into another. Not that I'm willing to abuse the situation, it just seems odd. There should be a way to cut the call. I have tried more than once to call the nuke-painter, can never get it to call.
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#23 |
Getting there...
![]() Join Date: Apr 2011
Location: St. Louis, Missouri
Posts: 796
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![]() GTKU does that and while it's a douche move... I don't think its fair to take it out of the game and punish the players that use it correctly. Is there a way to fix that?
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#24 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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![]() Quote:
Does the regular bombing run painter have the same issue? |
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#25 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() As far as I can tell, it does. There doesn't seem to be any code that would prevent it from surviving a round restart.
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#26 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Hell they learned it from using the stormcaster on the other teams base on MTMU maps, remember when I think Pam or Roger used to to that all the time before he or she was banned? Roger your cool now, glad to have ya back!
![]() Last edited by SMOKER; 04-06-2016 at 04:57 PM.. Reason: forgot |
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#27 | |
Server Admin
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Location: SE Michigan
Posts: 1,122
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![]() Quote:
I would advise against that type of behavior since that is what caused Roger's most recent ban. |
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#28 | |
NOT RDY
![]() ![]() Join Date: Aug 2008
Location: Somerville, MA
Posts: 506
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![]() Quote:
For me I would only suggest some minor changes ... then again I still don't think people will play it. IMHO: -Remove Mino (or swap w a Short Circuit) -Change node setup Done. ![]()
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#29 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 927
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#30 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() That would prevent legitimate use during the match, though.
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#31 |
Community Veteran
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Posts: 1,536
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#32 |
Getting there...
![]() Join Date: Apr 2011
Location: St. Louis, Missouri
Posts: 796
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![]() If the core is available to shoot, I wouldn't hesitate to use it. Now shooting the weapon at your own core with 3 seconds left which results in the other team getting nuked at the beginning of the round is unacceptable.
Last edited by Terminator; 04-11-2016 at 01:54 PM.. |
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#33 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() The weapon is part of the map, so the map needs to be designed to restrict it, if necessary. And a LimitationVolume is not really a player-friendly restriction as it's invisible.
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#34 |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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![]() I'll have to think of a better solution then. Perhaps a limitation volume over the stallz, so that it only affects the Pheonix Bomber and not flyers.
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#35 | |
.
![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() Quote:
The weapon is broken. If Wormbo can't fix it it should be removed. It's not very effective in this map anyway. The best use for it is painting your own base at the end of the round. I've done it and I'll do it again because I know the other team will also do it. You can't leave something like this in a map and expect people not to use it. You can't leave an obvious exploit in a map and then ban people for taking advantage of it. |
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#36 |
Server Admin
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Location: The Matrix
Posts: 1,188
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![]() I recall asking in the past if you could do something like this and being told it was impossible. Seems that someone was telling me that you could fire a redeemer at your own base right as a round finished. If you stood the correct distance and fired at the right moment it would explode just as the other team spawns at their new base to start the round. I asked about it here somewhere and was told it was impossible because all weapons are destroyed at the end of the round. Guess there's more to the story.
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#37 | |
Community Veteran
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Posts: 1,536
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#38 | |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Quote:
The ONSAutoBomber (I wonder where the name "Phoenix" for it came up?) is neither a vehicle nor a projectile and doesn't implement Reset() or any other check for end/start of round. I suppose the Nuclear Strike Painter's bomber just subclasses or duplicates ONSAutoBomber and thus doesn't do these checks either. This is an easily missed detail, as you can see from the Storm Caster's original ThunderStorm actor, which also failed to check that condition. (Version 2 fixed that problem.)
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