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www.gcvets.net - View topic - GC 1.1.0.1 update mod


GC 1.1.0.1 update mod

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Re: GC 1.1.0.1 update mod

Postby stAtrill » 29 Aug 2014 21:13



Another GC archive:

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Re: GC 1.1.0.1 update mod

Postby shpooky » 29 Aug 2014 23:08

ok you got away with this one..............
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

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Re: GC 1.1.0.1 update mod

Postby XFunc_CaRteR » 31 Aug 2014 02:03

In my opinion, the auto cannons with just a small reduction in range would have smoothed them out. But now they have this limited ammo thing.

The best principle is one-change-then-test. Otherwise, you get disoriented.

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Re: GC 1.1.0.1 update mod

Postby stAtrill » 31 Aug 2014 06:51

Again, we attempt to test the changes behind the scenes, though, admittedly, we had less than usual feedback to go on for this version. I do agree that the principle is quite valid.

In quite related news, I would like to continue soliciting feedback; if you or anyone else has any opinion/thoughts/etc, please take the few moments to type it out here!

Cheers,
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Re: GC 1.1.0.1 update mod

Postby _nOx_ » 31 Aug 2014 11:32

Leave us more time to test the changes. A couple of days aren't enough at least for me... maybe I'm just sluggishly slow

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Re: GC 1.1.0.1 update mod

Postby DarixIta » 31 Aug 2014 12:04

Range reduction is ok, not so sure about ammo reload, it probably should be lowered as it makes turret unable to deliver dmg except to cray and inf. A med squad can rush it, shield, and then when it depletes ammo, easily kill it. It still does erase support stuff, especially when placed right.

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Re: GC 1.1.0.1 update mod

Postby shpooky » 31 Aug 2014 19:43

i agree with darix possibly give the turrets more bullets to fire between reloads

and also about what nox said give us more time.... you came asking for info on the first day.....(we don't really know what changes have been made except for turret related stuff)

and also some of us feel as if we arent being listened to........(cough carter cough)
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: GC 1.1.0.1 update mod

Postby XFunc_CaRteR » 31 Aug 2014 20:15


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Re: GC 1.1.0.1 update mod

Postby shpooky » 11 Sep 2014 21:03

well...... i think turrets should be given their old range back but keep the reload time then the turret in mt opinion is perfect maybe add some more firing rounds between reloads

a counter spec? carter?
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

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Re: GC 1.1.0.1 update mod

Postby XFunc_CaRteR » 11 Sep 2014 22:57

I watched the video of the turrets.

Here's a way to reduce the damage-per-second (on average).

We can't reduce the rate-of-fire because the turret has a specific animation (correct me if I'm wrong).

You put in a huge (2.5 minute) "cool-off" period.

How about a staggered small cool off period of say X seconds, between each burst?

Spooky, the Counter-Measures Spec Equipment combined a shortened AMS with a Crayven repair, plus a visual indicator.

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