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Promod 3.0 Released!


ArtifeX

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Originally posted by Toonces

I'm not sure the exact bonus to the Disruptor, but at lvl 4 it has a very high rate of fire. A level 4 Bryar fully charged will kill basically anybody in one shot :D I think it does 150 pts of damage fully charged

 

Course, you'd better hope to hell that it doesn't get reflected back at you at close range (ouch).

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the bots seem to be a bit more of a challenge, i'll give you that.

 

It took me far too long to get 20 kills (granted it was only my second attempt;)) That jetpack takes some getting used to, but I was able to get some nice shots from midair. Unfortunately I can't test online unless I have the server address about a week in advance.

 

toolong.jpg

 

those bots are incredibly lethal now that I have no way of pushing my missiles back at them after they deflect :(

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one thing that bothers me, and that has come up before...

 

in theory, the saber does equal damage whether you swing slow or like a baseball bat. it still cuts. so, would it be sensible to have a standard hit damage (say, 40pts) and maybe have different body parts reducing/increasing by a percentage. you could even have critical parts like head or chest.

from that, you could also have any accidental touch of the saber from a forward position to be blocked by the other player, but have a rear one as standard damge.

 

im just thinking that having different damage with different stances is nonsensical. it would be better to have the swings breaking defences and improving defences instead (hes, i know it does that already.)

 

also... what of the new force power? or are you pretending you never mentioned it? :D

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Originally posted by ArtifeX

Well, maybe what we can do is set up a queue of players who want a crack at him (me included), and see who has the most success. We can rotate a new challenger into the game every 5 kills or so. We'll set it up as an FFA on ffa_ns_hideout, which is probably the most advantage-neutral map that I can think of.

 

I'll talk to Laz and see how he feels about being marked for death by the whole Promod community. :]

 

BTW people, one thing about level 4 guns: do not underestimate the power of the DEMP2 at level 4. It has truly come into its own. It is by far the deadliest weapon in large maps such as ffa_ns_streets. It's the only hitscan splash damage weapon in the game, and it does double damage to shields.

 

Is there any date set yet?

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Originally posted by t3rr0r

i just found another thing that kills the use of the jetpack... if you choose a model (ingame) through the model selection screen you have to die before your jetpack works again.

 

I never got that bug, i was swiching models lots while we were taking promod screenshots and i had no problem. Are you sure you werent doing anything else at the time?

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Originally posted by zerowingzero

I never got that bug, i was swiching models lots while we were taking promod screenshots and i had no problem. Are you sure you werent doing anything else at the time?

i'm sure... maybe it's a side effect of offline playing (which i was doing at the time)? :rolleyes:

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I thought it was that dude that jesus brought back to life in the bible?

 

UPDATE:

 

Lazarous says:

and yes, lazarus is the dude that jesus resurrected

 

Lazarous says:

however, i got this name from what someone called me

 

Lazarous says:

was playing warcraft 2 way back when and managed an extreme come from behind victory, my opponent called me a 'lazarus man' which i sort of liked, but i messed up the spelling when i took it

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Hey Art, you may want to change the... um... however ProMod describes itself to external server viewers like All Seeing Eye... I just took a look, and all the active servers running ProMod are still reporting "ProModBeta3"... and that 'Beta' part of the name may still be scaring away players...

(Even your Official Server is described as "ProModBeta3")...

 

Just FYI...

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Hello, promod ppl ;). Um, Artifex, I think it's great that you produced the mod; however, it seems like it's not getting the support you hoped for. Personally, when I played promod a few months ago..(don't know if you remember me, I came on the server once under the name 0892), I wasn't a big fan of it. The reason I love the past and present FF game play is b/c of its pace. With promod, it seemed like the FF aspect was almost stripped from the game. This was a few months ago so it could've changed...I just reinstalled jko a few days ago tho and I'll install your mod sometime shortly. btw, this thing w/ gunners and lazarous, etc... I read the twl forums and saw the criticism. That really is unfortunate. If you would've gotten the *good* twl gunners, I think the mod would've really taken off. I'm sure Lazarous is good but...correct me if I'm wrong, Detriq, I think people like Nutritious, etc. wouldn't have much of a problem w/ him. From the complaints I've seen about your mod they all seem to point in the same general direction-the pace. Again, maybe that's changed but I doubt it could've changed much...well...I'll stop rambling now...I forgot what I was originally posting about :D.

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The gunners may have trouble adapting to the pace of Promod, as I was a good player at Tribes 2, which requires the aim of a god to be dang good at. The fuel and body motion acts like the Juggernaut armor, which I almost NEVER use. I am used to high bunny hopping speeds and so aim wasn't as important. In Promod, the bunny hopping speed with the jetpack is almost impossible, but I have gotten similar speeds. I'm just saying most capping and attack strats are based on bunny hopping, which is pretty much slowed down for gunners. I have no doubt they'd put up a good fight though, I suspect a very close match.

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Originally posted by Guardian Omega

The gunners may have trouble adapting to the pace of Promod, as I was a good player at Tribes 2, which requires the aim of a god to be dang good at. The fuel and body motion acts like the Juggernaut armor, which I almost NEVER use. I am used to high bunny hopping speeds and so aim wasn't as important. In Promod, the bunny hopping speed with the jetpack is almost impossible, but I have gotten similar speeds. I'm just saying most capping and attack strats are based on bunny hopping, which is pretty much slowed down for gunners. I have no doubt they'd put up a good fight though, I suspect a very close match.

 

Well, I was referring more towards FF sabering but yeah..you're right also.

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I'm personally very impressed with PMv3.0 thanks to Art and all the testers for making this a reality for all of us.

 

It doesn't take ages to kill anyone anymore, and sabers vs gunners are very very balanced (imo). I can understand why people would like to stick to vanilla however as they may not like the idea of restricting their force for deadlier weapons. But hey, thank god everyone has different tastes.

 

What I really like about promod is that the glowstick in your hand is actually deadly. I became a kick whore in v1.04 bc it was just the best move/weapon out there. In promod, your saber is deadlier than the kick, which is logical for me. Kick still is useful to push people back a little and cause some small damage, kind of what it was intended to do i guess.

 

Same for gunners, jedi can't block ALL your shots just by looking in your general direction, making your blaster useless. You can avoid the annoyance of being pushed off ledges by ducking, all the while firing your rockets at others, and you are quite deadly if you invest your skills wisely. Plus the jetpack is quite awesome. It's not the ever-flying device in jedimod and a bit more realistic. I have seen some non Jedi use it VERY well last night, they were impossible to kill by throwing off ledges and could evade very fast on certain levels (NOT FFA RAVEN :D )

 

I admit it changes quite a bit from vanilla and people who liked vanilla and being able to use all guns and all forces will probably not like Promod, since it does take something away from them (although it gives them a great jetpack and a deadly level 4 skill). But that's why it is a mod, try it out... you'll probably get schooled your first few times just like I did, but you'll eventually get the hang of this new style. Dont think of it as a replacement for vanilla but as it is... a mod... which is extremely fun to play once you get used to it.

 

PS:

Artifex, what's the deal with your server? There aren't that many servers out there with promod to start with, and yours seems to be running a non public version... it is a letdown not to be able to play with the best promod players out there, and your server does have a lot more people on it than any other server at a given time... :)

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If the connection to the server is bad, then the jetpack will lose some thrust, that's true. I'm going to talk to some of the developers at Raven that I've had contact with and see if I can figure out some kind of fix for this.

 

Well I was hosting a game and it was doing this to me often. Some games its like that, some its not. (all hosted by me)

the lag might be a problem, but there must be another one as well.

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Bug Time! :)

 

- if you suicide, then get killed before it takes effect, it still seems to kill you after you respawn

 

- if you die after using the jetpack, the fuel when you respawn will be the same as when you die. ie it doesn't refill. This means a gunner can respawn with no evasive ability whatsoever.

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Well, now that I feel I've played promod 3.0 enough, and gone up against some good players, here's my thoughts on how it is so far, assuming that Artifex still plans to build upon the mod.

 

First, gunner vs saber balance. I like the jetpack motif. I like how if you want the force, you have to be ready to sacrifice things in order to use mechanical things. It's like your mechanical know how and your biological know how. How good are you at messing with the machines, and then the force. It's unfortunate that there's really no way to ever balance guns vs saber when gunners have full force. Unfortunately, Raven has made a game where there are spectacular moves and abilities we can perform, but they all seem acclimated to two different kinds of events.

 

This is the gripe I have with JK2, not promod by itself, but JK2 in general. It seems like the lightsaber combat has swings and maneuvers designed specifically for saber combat, and of course guns, are well, guns. the lightsaber has the damage now in promod, it has the precise aiming and blocking systme, but unfortunately there aren't any real maneuvers or abilities in the game that allow us to chase people down. Most of the moves are more or less designed for head to head, unyielding combat. guns however work in both situations, which is a good thing.

 

In terms of saber combat, the trump system is cool.... but, rather than allieviate the small complaint, or maybe it's just an observation, that yellow stance is powerful, it now reaffirms it. Yellow stance is extremely dominant now, especially since it trumps red stance. Before, yellow stance was powerful, but if people were chargers, etc., it was guarenteed that red would be useful at taking them down. Now, red gets penalized, and more everyone has yellow stance on more than half the time. Switch to blue stance would be the logical answer i guess, or be a man and match up with yellow, but still, blue, even with the trump, is actually not that great. I get the kills, but I certainly have to work much harder to get them than I would with yellow or red. and of course, you see it coming, I once again declare that blue stance should get its glory and have a strength increase. However, it's not really important.

 

I still wish that saber combat was less reliant on walking backwards and fowards all the time as well. Great blocking system, however with the offensive bonus and defensive bonus system, it's less in close combat and more of a rush in, quick walk back, rush in style. I guess that's fine, I just wish that when clashes occurred, a restriction in movement, or even movement speed would occur. I think i've talked my head off a lot about that before in the long past anyway.

 

Regardless, the game is very tight. Force powers are still sort of a novelty thing. Grip, as I learned the hard way, is fine. Drain, cool. Protect, good. Absorb... good. Jump... good. Pull/push, good, but there still is rarely ever a knock down, even for the non-jedi. They are hardly affected, and they put no points in anything. rage is fine. lightning is almost a total waste of points, unless you have level 3, and are fighting people who aren't paying attention to you.

 

The game is great, it's competitive, I'm doing okay in terms of numbers myself, I usually place 2nd or 3rd, that makes me happy. Lazarous is pillaging the village on Artifex's server though. He's quick. Anyway, I still think there's alot of things that can be hammered out in terms of how the game flows and such. In terms of saber vs guns, it's balanced. I have to say that the saber swings we get are rather clumsy when it comes to chasing a person. Man I wish there was a straight stab or something that went out in front of my more (and don't suggest saber throw). I need something that would be affective at catching those gunners, cuz ocne they go in the air, and give chase, it's like my swings are the worst things to use. Oh well. NO more ranting.

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" I need something that would be affective at catching those gunners, cuz ocne they go in the air, and give chase, it's like my swings are the worst things to use."

 

well I use pull when they try to fleee. usually even if I pull em my saber is too slow hehe

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Originally posted by Doctor Shaft

First, gunner vs saber balance. I like the jetpack motif. I like how if you want the force, you have to be ready to sacrifice things in order to use mechanical things. It's like your mechanical know how and your biological know how. How good are you at messing with the machines, and then the force. It's unfortunate that there's really no way to ever balance guns vs saber when gunners have full force. Unfortunately, Raven has made a game where there are spectacular moves and abilities we can perform, but they all seem acclimated to two different kinds of events.

 

That's really the major problem with the game (not promod) MP seems to be designed with the saber as an afterthought. 1.4 is basically Q3a with force powers. Take out the Lightsaber (which could have been coded by a mod team anyway) and you basically have Quake 3 with force powers. I don't want to play Q3a with force powers. Enter promod. This is what JKII MP should have been from the begining, Class based

 

Originally posted by Doctor Shaft

This is the gripe I have with JK2, not promod by itself, but JK2 in general. It seems like the lightsaber combat has swings and maneuvers designed specifically for saber combat, and of course guns, are well, guns. the lightsaber has the damage now in promod, it has the precise aiming and blocking systme, but unfortunately there aren't any real maneuvers or abilities in the game that allow us to chase people down. Most of the moves are more or less designed for head to head, unyielding combat. guns however work in both situations, which is a good thing.

 

This is a slight problem for me, perhaps less so than you. If we had access to the animations, I would create a number of new lightsaber moves, some of which I would make specifically for promod to deal with people above you, or below you, or to the sides. The current lightsaber combat, while nicely done, was only done so up to a point. More varied moves should have been coded into the origional game (I'd do it myself now if I could compile the animations) to deal with situations like you've described. As it is now, you can do it, but you really have to aim to do it well (as you should)

 

Originally posted by Doctor Shaft

I still wish that saber combat was less reliant on walking backwards and fowards all the time as well. Great blocking system, however with the offensive bonus and defensive bonus system, it's less in close combat and more of a rush in, quick walk back, rush in style. I guess that's fine, I just wish that when clashes occurred, a restriction in movement, or even movement speed would occur. I think i've talked my head off a lot about that before in the long past anyway. [/b]

 

Again, the root of the problem is that the game was designed with melee combat really as more of an afterthought. I'm afraid that you'd really need a specially designed engine to do this properly, or you'd have to re-write so much of the code that it might not be worth it.

 

Originally posted by Doctor Shaft

The game is great, it's competitive, I'm doing okay in terms of numbers myself, I usually place 2nd or 3rd, that makes me happy. Lazarous is pillaging the village on Artifex's server though. He's quick. Anyway, I still think there's alot of things that can be hammered out in terms of how the game flows and such. In terms of saber vs guns, it's balanced. I have to say that the saber swings we get are rather clumsy when it comes to chasing a person. Man I wish there was a straight stab or something that went out in front of my more (and don't suggest saber throw). I need something that would be affective at catching those gunners, cuz ocne they go in the air, and give chase, it's like my swings are the worst things to use. Oh well. NO more ranting. [/b]

 

Promod really takes the game to the next level, much closer to how I think the game should have been designed to begin with. What Art has done (and may or may not continue to do) is stretch the engine much further to the limit than Raven did. Raven did a fantastic job on the SP game, one of the best I've ever played, it's just a shame that they wern't able to polish the MP game as much as they could have.

 

ArtifeX, I salute you :D

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