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7 results found
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4 votesKeith Brown supported this idea ·
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8 votesKeith Brown supported this idea ·
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14 votesKeith Brown supported this idea ·
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48 votes
I am changing my stance on this idea… when we switch to OpenGL/true color, adding some simple (optional) additional effects using OpenGL could be possible.
Keith Brown supported this idea · -
35 votes
I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.
Keith Brown supported this idea ·An error occurred while saving the comment -
9 votesKeith Brown supported this idea ·
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27 votes
If you’d like to see this idea implemented, we need to decide when each of these sounds should be played. The proposed idea (100% practical damage, possibly at long distances) is good but it doesn’t mention how the sound is chosen. It’d be nice to get a discussion going with some ideas for each, but nothing too hard to implement. You may want to also check how these sounds appear in other soundbanks, as well.
Keith Brown supported this idea ·An error occurred while saving the comment Keith Brown commentedI agree with Chip. It needs to be based on an actual kill, rather than a damage magnitude. His suggestions are also plausible and realistic
I see the homing weapons as an unskilled players excuse, so i don't think they should be considered.
but I do like the team-intelligent mines of WWP. Wouldn't they be possible to include?