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back[gt] Capture The Flag: Tactics

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[gt] Capture The Flag: Tactics
K1ll

Member
(143 posts)

No, keybindings are always faster. Icons would still be nice to show how many turrets you have or what type of turret.

Also i doubt that you can create buttons with AS. Prove me wrong devs!!! xD

homart

Player
(679 posts)

it's a Ui part?
you just add it in the Ui
No?
:)

K1ll

Member
(143 posts)

Yeah maybe it's possible, but still useless without a bit of unneeded work. You would have to bind a key to a function that makes you see the mouse pointer and use it to click the button.

Vic

Member
(4891 posts)

I think you don't need capture area indicators anymore :)

crizis

Mad Hatter
(4076 posts)

But those look cool =P

Vic

Member
(4891 posts)

cool or not they serve a purpose in regular ctf :)

Huksi`

CTF Maniac
(3270 posts)

are all the weapons strong? if not, put weak weapons with small letters and strong weapons with CAPS

crizis

Mad Hatter
(4076 posts)

Huksi` wrote:

are all the weapons strong? if not, put weak weapons with small letters and strong weapons with CAPS

All weapons are weak - strong ammo is pickable.

Huksi`

CTF Maniac
(3270 posts)

medics can take dropped armors

crizis

Mad Hatter
(4076 posts)

Of course they can ? :)

crizis

Mad Hatter
(4076 posts)

Huksi` wrote:

medics can take dropped armors

Which kind of game me the idea: medics decay armor :)

crizis

Mad Hatter
(4076 posts)

Uploaded 0.3, although it's still to known to crash the server as turrets are not free'd propely.

crizis

Mad Hatter
(4076 posts)

Hmm. 5sec battlesuit for runner against 50ap cost?

Huksi`

CTF Maniac
(3270 posts)

kiki wrote:

Hmm. 5sec battlesuit for runner against 50ap cost?

(v) Yes!

Klice

Member
(303 posts)

The runner seems a bit underpowered ? His only advantages are faster ground speed, which is not important cause you jump all the time to move anyway, and the dash distance, which is good to avoid fire but as you have low health splash damage will get you. A weapon as RG or a special ability for him would be great. Run and does full RG damage is great and fast, it fits the class' philosophy. Just take a look on the TF2's scout.
And what is the capture time ? Cause, is there's timer as in normal ctf, runner will be very hard to play which is not a bad thing, but I don't feel right about this.

If I read well, medic seems to be a distance class so it couldn't help very much in the heart of the battle ? He should has a melee weapon (rg/lg/rl) to defend himself.
Maybe, you should lower the respawn point. 15s is a huge amount of time and as the players don't have many armor, they will die fast. So, people will hesitate to attack and it could break the rythm thus turn warsow into a slow paced fps.
Tank/grunt should has walljump, definitly. If there's stun, which I hope there is, he will not wj this much by the way.

Anyway, I can't play at the moment, so this is only ideas. What I think should be changed even if I didn't play it already :

- RG for runner.
- To lower the respawn time.

crizis

Mad Hatter
(4076 posts)

There's no capture timer.

So, people will hesitate to attack and it could break the rythm thus turn warsow into a slow paced fps.

Yes, it will be slower than regular runlikechicken-ctf simply because you have to interact way more with other team members / classes to create tactics.

thelawenforcer

dramallama
(4265 posts)

indeed, the point of this gametype is to really accentuate teamplay, which is almost non existant in regular ctf.

Huksi`

CTF Maniac
(3270 posts)

This is bit early, but I have something to say about this(played pub 3on3 and 2on2 witht this)

I think turrets shouldn't have that high knockback. When 2 turrets shoot someone his speed goes to 0 very fast. And imo turrets should be bit easier to destroy. When rounds last longer and longer, and there is more turrets capping will get very hard.

homart

Player
(679 posts)

yah should have turret limit , game i played was turret camp and farm :D until crash xD

K1ll

Member
(143 posts)

Well there is a turret limit set to 64 in the turret class to prevent crashes from too many entities I think. But setting a lower one for each engineer would ofc be better :P


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