Post by Lap on Apr 2, 2009 10:52:17 GMT -5
Many new changes that should have some big effects on game play so listen up. Munitions factories and bomb dupes haven't been updated yet.
New aerial commanding system!
This system lets you set up air, sea, and space waypoints anywhere you want. All the spacebuild maps just got a whole lot more playable
By holding down jump and ordering a white sphere will appear at the target, visible only to you. By holding jump and moving your mouse up or down you will make the sphere move up or down. By holding sprint and moving the mouse up or down you'll move the sphere along the x axis. Holding duck will allow you to do the same thing for the y axis.
If you hold jump while issuing an order while the sphere already exists, it will become a waypoint for any units selected.
Most propulsion and baseprops should not interfere with building or physgunning.
No more being completely incapacitated by a large piece of wreckage that has fallen near your base.
Mind Control will no longer take over any propulsions, wheels, etc in addition to base props. They will also not take over capture point fortifications.
Molecular Disassembler has half the chance to remove props and the random length of time for a prop to fall is 2.5x longer.
Gave bombs a new material.
It an evil looking strobe to part of it.
No more freezing melons
I got real tired of seeing melons frozen in the air all over the place.
No more medic welding to anything but the world.
This change is going to get a lot of mixed reactions. No longer will every single vehicle have multiple welded all over it. This should also give players who are just slightly outclassed more of a chance as any invading vehicles might have to actually leave to repair instead of sitting in their base fighting forever.
Bomb Tool Changed to Explosives Tool
This is how a lot of the tools will look, with drop down menus instead of check boxes. This should stop retards from asking how to make flying melons and stuff all the time. You can now select the delivery method as well as the payload (bombs, mines, deployable mines, and missiles).
Added Missiles as an option for "bombs"
Missiles are going to be the expensive, quick solution for those of you who don't want to use the launchers. Missiles will explode on contact with most anything and will also detonate in proximity to enemies. They carry any payload any other explosive can carry. If you want a slime missile go ahead and make it. They are commanded like any normal melon, but they less than fifteen seconds of flight time before they run out of fuel. They are fairly fast and maneuverable, but can be shot down.
Missiles can only be created near spawn points currently. This should change tomorrow when I update munitions factories. Each muntions factory will have the option of producing missiles as well as storing a certain amount of either missiles, mines, or bombs.
Another bonus to missiles is that they may be fired from under water. Submarine launched cruise missiles anyone?
Added deployable mines.
Mines are already in the game, but they can currently only be made in your territory. Deployable mines look identical to normal bombs currently (likely to change), but on contact with any part of the world they will entrench themselves and become a mine.
**These mines will only deploy if they are on "Fire at Will". They start on "Hold Fire"**
Though it's pretty tricky to do without the munitions factories updated, you can now lay mines where the enemy least expects it or limit enemy movement. Start planning your mine laying vehicles! When launchers come out they will be able to fire deployable mines as well.
Mines given 2.5x more health
This should make them not chain explode so often and also delay enemies from clearly minefields so fast. Deployable mines will gain health on deployment.
Added a flak payload option specifically for missiles
This payload explodes in an area slightly larger than a normal flak explosion, and with twice the power. Use these to take out air formations before they even get close. Another use is for chasing down fleeing aerial vehicles and melons.
Limited props to 1.5k health
There's still some ways around it that I'll address, but the main way no longer works.
Added wm_industrial_v2 to the rotation and fixed a variant issue with wm_industrial_flooded
Looks like a great four player map from what everyone's been saying. If you have problems with harvesters on multi level maps just put them in a different stance and set up a patrol.
New aerial commanding system!
This system lets you set up air, sea, and space waypoints anywhere you want. All the spacebuild maps just got a whole lot more playable
By holding down jump and ordering a white sphere will appear at the target, visible only to you. By holding jump and moving your mouse up or down you will make the sphere move up or down. By holding sprint and moving the mouse up or down you'll move the sphere along the x axis. Holding duck will allow you to do the same thing for the y axis.
If you hold jump while issuing an order while the sphere already exists, it will become a waypoint for any units selected.
Most propulsion and baseprops should not interfere with building or physgunning.
No more being completely incapacitated by a large piece of wreckage that has fallen near your base.
Mind Control will no longer take over any propulsions, wheels, etc in addition to base props. They will also not take over capture point fortifications.
Molecular Disassembler has half the chance to remove props and the random length of time for a prop to fall is 2.5x longer.
Gave bombs a new material.
It an evil looking strobe to part of it.
No more freezing melons
I got real tired of seeing melons frozen in the air all over the place.
No more medic welding to anything but the world.
This change is going to get a lot of mixed reactions. No longer will every single vehicle have multiple welded all over it. This should also give players who are just slightly outclassed more of a chance as any invading vehicles might have to actually leave to repair instead of sitting in their base fighting forever.
Bomb Tool Changed to Explosives Tool
This is how a lot of the tools will look, with drop down menus instead of check boxes. This should stop retards from asking how to make flying melons and stuff all the time. You can now select the delivery method as well as the payload (bombs, mines, deployable mines, and missiles).
Added Missiles as an option for "bombs"
Missiles are going to be the expensive, quick solution for those of you who don't want to use the launchers. Missiles will explode on contact with most anything and will also detonate in proximity to enemies. They carry any payload any other explosive can carry. If you want a slime missile go ahead and make it. They are commanded like any normal melon, but they less than fifteen seconds of flight time before they run out of fuel. They are fairly fast and maneuverable, but can be shot down.
Missiles can only be created near spawn points currently. This should change tomorrow when I update munitions factories. Each muntions factory will have the option of producing missiles as well as storing a certain amount of either missiles, mines, or bombs.
Another bonus to missiles is that they may be fired from under water. Submarine launched cruise missiles anyone?
Added deployable mines.
Mines are already in the game, but they can currently only be made in your territory. Deployable mines look identical to normal bombs currently (likely to change), but on contact with any part of the world they will entrench themselves and become a mine.
**These mines will only deploy if they are on "Fire at Will". They start on "Hold Fire"**
Though it's pretty tricky to do without the munitions factories updated, you can now lay mines where the enemy least expects it or limit enemy movement. Start planning your mine laying vehicles! When launchers come out they will be able to fire deployable mines as well.
Mines given 2.5x more health
This should make them not chain explode so often and also delay enemies from clearly minefields so fast. Deployable mines will gain health on deployment.
Added a flak payload option specifically for missiles
This payload explodes in an area slightly larger than a normal flak explosion, and with twice the power. Use these to take out air formations before they even get close. Another use is for chasing down fleeing aerial vehicles and melons.
Limited props to 1.5k health
There's still some ways around it that I'll address, but the main way no longer works.
Added wm_industrial_v2 to the rotation and fixed a variant issue with wm_industrial_flooded
Looks like a great four player map from what everyone's been saying. If you have problems with harvesters on multi level maps just put them in a different stance and set up a patrol.