Considering grabbers are disabled on the server and don't work on purpose I don't see how this is an issue.
Considering grabbers are disabled on the server and don't work on purpose I don't see how this is an issue.
there needs to be a limit to the amount of snipers you can spawn because all a pserson needs is a soda machine with hover balls, ten snipers, and flack and you can't do a thing about it before your spawn is killed. its anying or atleast make ML or one of the super weapons range long enoth to take out a sniper
That's assuming you have nothing yourself since flak is so heavy you could have an even larger ships with lasers or someting. I do grow sick of seeing so much flak on flying battleships. I keep increasing the weight on it, but that's not going to stop the ultra rich from making it.
I might increase the weight of flak again or I might just make it so flak is weldable to world only, I don't know yet. For now I'm increasing the range of the flak to snipers range and slightly reducing their power to see how that will work out.
I'll also be out of town for until Monday. If the server goes down and doesn't come out it's due to the rare hard freeze and not just the usual crash. In that case it won't be coming up until Monday. Without my constant tweaking it might also be a little laggier than norma so I'm lower the player limit by one. When I get back I hope to get the new munitions factories and launchers in right away.
I made this awesome set of turrets and a dropship.
![]()
and yet you said you hated turrets
edit
i have a topic up for posting pics of drop ships and turrets on the forums.
I never said I hated turrets, I said I hated people taking my own things out of Adv Dupe and claiming it theirs...
then do not allow ppl one your team. thats what i do te keep mine from being taken.
biig ass war ship
vtol damaged
artilary water stile
![]()
easy place base
just random pic i disided to place
i hate it when the fallowing happpens some one has most there melon population in medics just keeping you from killing the spawn point it should be to were the regen core is the only thing that can heal spawn points. or there should be a lemit on medics
Instead of placing more arbitrary restrictions why not just kill the medics first?
can't most the time they have them gaurded by max hp props witch the medics heal!
What about launching a few mega bombs.
Lasers can typically out damage the medics and molecular disassemblers can take down the props. This really isn't too much of an issue. In any RTS a player can hunker down in his base with all defenses and simply stall the inevitable. They won't win and you can easily counter it by waiting just a bit longer and throwing a super weapon or something at them.
It's simple, really, it boils down to your playtype. If you're a good turtle, anyone who isn't a turtle will see it as cheap. If you're a heavy rusher, other playtypes will see it as spamming and take no tactical skill. If you're a light rusher, your seen as a bigger spammer with more expendable units. Heavy rushers will see this as a rampant disregard for your forces. If you're a well balanced player, which is rare, everyone else will think you're a snob.
This man speaks the truth.
So all around yer gonna be hated :p, ah well, it definitely beats defeat when you slaughter them >:D. Ignore the words, concentrate on the action, because THAT'S where true skill comes in :D.
the only tactic i think are gay are spam tactics it anoying there needs to be a limit like you can only have 10 of each melon type or somthing
That would be stupid since most ships would likely use more, and what's the point if you have...5 lasers on the ship, it's off somewhere then you get assaulted on a side of your base that ISN'T covered by the other 5 lasers, considering the laser to be your only affordable defensive weapon at the time. No limits, just have an admin concentrate on the game and console, and all will be resolved :p.
There are infinite ways of countering 'spam'.
i know but eventuly any one with spamed units will over welm you i hate it.
Well then move on, there will be other rounds.
Translation: People who secure more resources than I do eventually win in the long run.
Sounds exactly right.
That is half of the secret to my success in the game. The other is investment. People never invest properly. They either make shitty uberships (NEVER NAME YOUR SHIP UBER/PWN/etc. IT WILL DIE IN SECONDS), tons of defense an no attack or make loads of melons to spam the enemy. No one ever does a balance like the few reasonable people who play the game.
Once, I did this just to prove that it would happen, to my dismay, it was a smashing victory.
not when you have most res and well defended base. it dosn't and thats what happened
You're either not spending your NRG properly (or at all) or you just aren't a very good player.
I'm back from my vacation and have started work again.
-Fixed all stances being broken.
No one reported such an obviously huge bug for over a week. Way to drop the ball players.
-Found a fixed the source of melon limits not reducing properly.
This should solve essentially all issues of players being stuck with full melon limits, unable to build anything.
-Added "Load" and "Unload" to the radial menu.
This is solely for barracks/factories and the upcoming apc or transport.
-Redesigned the munitions factories.
This is a huge change. Munitions factories can now use the same system as the explosives tool. This means they can deploy the many different payloads, deployment methods, and detonation options that the explosives tool got last week.
Additionally, all munitions factories can store several explosives inside it should they have their stance set to "Load". They will drop these melons if they are given the "Unload" command.
Munitions factories will continue producing explosives even if full, but they will immediately eject the latest produced explosive. Explosives in a munitions factory do NOT take up melon limit. To unload they will still need to fit into the melon limit.
-Munitions factories now have the marine ability and cannot drown.
I'll be working out some new types of underwater mine and/or antisubmarine payload.
-Deployable Mines are now darker than regular bombs for identification purposes.
plasma ufo
war melon air ship but diferent the hover ball only controls max hight this can be devistating when attacking basess harvesters and true air ships
edit i fanaly found a way to beat 20 fighter spam 8 plasma cannons
cliff front base
distroyed by sniper spam a little bit after this pic
8 turret drop ship
to day i when threw my old stratigys to see witch worked best it seems droppng in turrest is my best tactic
i posted this on forums then here for some reason
Hah. I was playing that game wheen you had that plasma UFO out--My defenses whiped that thing's ass twice. Then the drop pod flew over my plasmas and dropped it's pods behind my base.. eurgh.
Minerva, by the way.
Great mod! My only complaint would be that the spawnpoints die so damn fast.. but, then again, THat's why you build defenses around them. I eagerly await the release, this is going on my server for sure.
Eww, I guess it's a nice gesture but...
I had a thought based on the previous gent's SpawnPoint HP issue.
How about your idea of making medics unweldable, but to make up for this, spawnpoints will have an accelerated health regen (Like the airboat gun's ammo) when it hasn't been attacked for a few seconds, like 10 or so?
Medics and spawn points aren't really an issue since you can still weld them to the world. It's really just a change to vehicles.
I suppose that works, I've made contraptions with spawnpoints built onto them in the past, and it sounds fair that a flying spawnpoints shouldn't be allowed to heal via medic in that case.
Flying spawn points are not allowed and are not supposed to be possible. What did you use to attach the spawn point to it?
Update time:
The server now has a major new system for players to travel around the map. A few of the more veteran players have been using wmteleport to zip around the map to where they are targeting. This system has been vastly improved. Large maps and multiple bases/attack groups should be much more manageable. No longer will you need to keep your
Classic Teleporting Changes
-You now need to hold the jump key down while calling wmteleport.
This is to facilitate the new system as explained below.
-Teleporting won't put you inside your target anymore.
You'll be about 500 or so units away from your target so you won't have to backup anymore.
Teleport Markers and Management
-Placing teleport markers is now fully supported.
Markers can be placed and recalled to instantly. Your field of view will also be the same as when you placed it. This feature has been in for a few months, but I've never advertised it since it wasn't user friendly.
-Players can cycle through all current teleport markers.
Done by using the radial menu or by holding down sprint on calling the command.
-Markers can be deleted, overwritten, and renamed.
-Quick naming of markers for common locations.
-Radial menu for teleport markers implemented.
Teleporting Quickstart
1. Bind a key on your mouse or keyboard to wmteleport.
2. Hit the key once to open the radial menu and then move the mouse over your selection. Hit the jump key to select an option or point to teleport to.
It's that simple. Here's some pictures of the radial in action (I think this may be the first branched radial I've seen in GMOD).
What you'll see on first opening it (cycle is still there to prevent you accidentally creating points with misclicks).
With one point created, showing options.
How it looks with a few more named points.
What the quick naming window looks like.
You can also hold down other keys while calling wmteleport to make things even faster.
JUMP-Teleports you to where you are looking.
DUCK-Creates a teleport marker at your current location.
SPRINT-Cycles through your current list of markers.
USE-Deletes the last position you cycled to.
Alternatively, for those of you who want to use only one key and not have to use jump to select you can use +wmteleportradial (on a key, not a mouse button). You won't have to use jump t select your options, but you can't use classic teleporting from this key either.
I'm also working on reimplementing shields and cloaking devices so go hit up the WM:RTS forums and go comment on some of the variables that need to get decided on.
I did this a while ago, how it works is you make a spawnpoint, then use the weld tool to unweld it from its position.
Heh, that's just you abusing your admin powers. No one else can do that. Be mindful that you also have a super physgun.
the stance menu will not work for me and some other players every time i try to set a stance it sets it to stand groung no mater what i can have it at and other point and it will set it at stand ground
ah.why did you have to remove the download link!
Looks funny.
What looks funny?
I was doing a lot of screwing around moving things back and forth from the test server to the actual server. During that I think I didn't update the version on the fast download server and you guys were getting a corrupted file. It's all good now.
Update time:
Fixed some issues with buoyancy.
Yes it's not a bug, everything is metal for balance. I don't enjoy seeing everything made of wood or vending machines just because they are more buoyant.
Fixed traitorous torpedoes coming straight back at you.
Fixed looping sounds that garry broke =(
Added sound to torpedoes.
Lasers now make noise again
Sound added to chaos cannon explosion
Fixed some melons being able to force attack their team
Fixed mind control causing some melons to continue firing on the newly acquired melon.
Laser types no longer bug out your melon limit.
This was the primary cause for melon limits getting stuck.
Complete megabomb overhaul.
[list][*]Used Articus's new model and textures.[*]Damage at center is about 900 to props, 250 to melons.[*]Damage fallout from center is more realistic.[*]Radius increased to 1500.[*]Health halved from 600 to 300.[*]Used a modified version of TetaBonita's nuke effect and sounds.[*]No radiation or lasting damage (may change).[*]Nuclear blast damage has a chance to break constraints.[*]Nuclear blast damage unfreezes and pushes objects/melons away.[*]Destroying the bomb before it's fully built does far less damage (based on build %), but the blast is nonnuclear.[/list]
Obviously, I'll be trying to keep a close watch on the balance of this bomb. The bomb itself isn't going to cost too much, but getting a vehicle capable of delivering it will be. Considering the nuke can go off in your own base, it's dangerous to have one around.
Fixed whipping of props and melons with physgun due to range.
This bug has been here for months unabused...until the megabombs got implemented and you guys started chucking them at each other.
I've been working on WM almost nonstop for five days or so and there is a ton of stuff I've got in store that is just about ready to be released. I keep getting distracted by new ideas, which is slowing everything down.
The upside to all these new ideas I've been having is that WM just continues to get better and better. This is also pushing back the release more and more though.
I've also been doing a lot of under the hood stuff that should make the game less laggy, better for server admins, and easier to add new effects to. I'm getting a lot better with visual hud stuff and effects so the game should be getting a lot more eye and ear candy.
The next update should have client side melon selecting, two new melon subtypes, more newbie friendly tool usage, another radial menu, improvements to grouping, some more sounds, random bugfixes, and probably some tweaks to the new megabomb.
Is it possible for you to put up a SVN any time soon