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  1. #21
    Whicked Sick 'Zac's Avatar
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    no one even fucking agreed for this grenade launcher. only like 2 people agreed. POLLS HIGOR. THEYRE HERE FOR A REASON









    Edited - its "polls" not "poles" zac..lol
    Last edited by ][X][~FLuKE~][X][; 06-15-2013 at 04:00 PM.


  2. #22
    Whicked Sick SilverWing's Avatar
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    My opinion is that it needs to be spawned mid and not be build-able. After few weeks of testing it needs tweaking.

    I remember in the past, when Flame Thrower was introduced, it was OP as shit because it was build-able. People would make SuperJetpack and Fly around and flame shit. By the time they made it back to base, they would have made a profit out of it and keep repeating it. Once it was moved to mid spawn, it was at a point where it was not OP and found place in the Siege environment.

    Now i'm hoping that the Grenade Launcher will have the same effect. I can see a lot of plays that can happen with this weapon. But to make it not so OP, it needs to be spawned in mid.


  3. #23
    Whicked Sick Higor's Avatar
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    @SAM remove the napalm launcher from the build category, I left the fragment damage too high
    EDIT: Can be patch fixed too so no download.

    Fluke... what constructor model are you using?
    Last edited by Higor; 06-15-2013 at 01:23 PM.

  4. #24
    Super Moderator |uK|Chronox's Avatar
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    I agree with the more expensive Grenade Launcher.

    It IS a late-game weapon, used in LATE GAMES, where Bases have insane defenses and mine fields.

    The GL should cost way more. 1.5-2k or something, and also a rare midspawn.


    Also Thanks for your work Higor.
    "Tactical Suicide!"


  5. #25
    Administrator SAM's Avatar
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    @Higor
    Can't. I set autoconfig false, took them out. Still it all adds themselves.

  6. #26
    Whicked Sick Higor's Avatar
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    @SAM, all you need to do is blank the Launcher entries you want to take out under [sgCategoryInfo], don't edit the CurVersion or bHasConfig settings since those are the combo for the auto-add trigger.
    As a matter of fact, never touch those to or replace the sgCategoryInfo list, either edit elements individually or remove the entire entry for a clean version for later edits.
    Applying a backup list from an older version will trigger again the auto list patch.

    I'd keep the EMP, that little thing turned the last Niven game I played into a chess game, which I lost.
    EDIT: McSwartzly still went overtime with the Grenade Launcher, when teams are bent into camping the lower area all-the-fucking-game (OMFG!, i'm talking to you) there's no helping to it.
    Last edited by Higor; 06-15-2013 at 02:21 PM.

  7. #27
    Moderator ][X][~FLuKE~][X]['s Avatar
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    @Higor thank you firstly for finally asking, this problem has caused me to get annoyed a lot and is wrecking the game for me and you are the only person who can answer or provide a solution.

    as for what constructor, I didn't realise there was a choice? can you explain a bit better what choices there are exactly? mine looks like the normal constructor siege has always used, the only other constructor i have seen is in spec and a player is left handed, they are using a constructor with a small window/display that comes out of the side of it, but in game it looks like a normal constructor.


    EDIT : I am assuming you have done what I pointed out earlier in this thread regarding the anim frame count? I was just on the server to fraps the constructor to show you the problem but now the constructor selects at a much better speed.

    Took a while, but thank you for fixing it, my raging will be less now and i wont have to dodge like a maniac while switching weapons.
    Last edited by ][X][~FLuKE~][X][; 06-15-2013 at 04:20 PM.

  8. #28
    Whicked Sick Higor's Avatar
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    The server sees all constructors as this one, the client may modify it to adapt to older displays.
    Hold alt-fire and then click fire and this GUI will pop up, the settings icon on the right will lead you to this menu:


    It's kinda strange tho, the constructor shouldn't take long to draw since in the server this model draws it a lot faster, and what the server says here is what should matter, unless UT has the weapon switch code doing some processing on the client (which is NOT OK).

  9. #29
    Moderator ][X][~FLuKE~][X]['s Avatar
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    it definitely seemed anim frame related like first two frams were longer than last 2, i will take a look at that menu, but either way, the anim is perfect now so ty.

  10. #30
    Dominating Novak's Avatar
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    Quote Originally Posted by 'Zac View Post
    im so concerned about the supplier/healthpod turn thing...
    I also agree. This was addressed and voted on in a thread but not widely. It is here: http://www.unrealkillers.com/f68/sup...rotation-3890/

    I made two posts on the matter and was not satisfied with the reply I received from severed, #'s 12 and 15: http://www.unrealkillers.com/f68/sup...90/index2.html

    The vote was 11-4 for the change, but I don't necessarily see the new supplier as an improvement for players who know how to play together. Then again, it may be a good thing as it will allow players to leave together in groups which I like. More group battles and more team support in pushing into enemy base. Also more multikills for Convict potentially. Let's see how it goes.

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