Darkwind
plz fix "broken" vehicle designs

4saken


Posted Apr 8, 2009, 12:44 am
there are a few vehicle designs that just don't do what they are supposed to. some of these have been around for many months.

1) the pickup with the front mounted paint spray that paints itself. mutant mulcher? rancher? something like that. it has a ram.

2) the constrictor for rent for scouting missions. despite the fact that it can only be rented to scout it has no scouting use since it has only one seat. if the rear mg was removed it would at least be able to loot. as it is, we just have to tell newbies not to rent it cuz it's broken.

anyone have any more to add? these are the only 2 bad enough to bring up that i know of but i am not as well-travelled as some of you others.

thanks in advance!
*Zothen*


Posted Apr 8, 2009, 12:53 am
Well, with the constrictor to rent i have to agree. Not a very represenatvie scoutcar...
Groove Champion


Posted Apr 8, 2009, 1:46 am
The Racoon. If you can count to ten, you can reduce this one to flaming scrap... A CGL with no reloads? Add that to the fact it charges straight into the fight like it had rams!
Marrkos


Posted Apr 8, 2009, 3:00 am
Groove Champion said:
Add that to the fact it charges straight into the fight like it had rams!


It has to in order to get to a range where the CGL is 'useful' (I use the term loosely).  :rolleyes:
*Ninesticks*


Posted Apr 8, 2009, 6:32 am
Not sure if there is an issue with the AI and rams, maybe map based, I don't know for sure. I have had ram-equipped AI cars swerve away from a contact with me on normal maps, whereas if you meet a head-on car during an ambush on a Firelight road chances are you will get rammed by any AI car (lost a few cars to this phenomenon).
4saken


Posted Apr 8, 2009, 7:55 pm
ok, related question which some of you have already been asking:

weapons the NPCs cant figure out how to use.

front paint spray for example.

here's one:

paint guns. the NPCs will shoot at targets over 100m even though paint cannot hit at that range (due to hard 100m paint range limit). they should at least do a simple range check before firing.
4saken


Posted Jul 1, 2009, 8:06 pm
BUMP.

Mutant Mulcher still spotted in SS paint-spraying itself.

Also vamp scout rental issue...
Dr Mathias


Posted Jul 1, 2009, 8:39 pm
Trader Van- remove the mine dropper and replace with an mg (or give it two mmg rear), it rarely fires the dropper. I'd remove the FoJ from the Cacophony for the same reason, and replace it with a second car rifle.

Van could also use B class armor to maybe help it run better.

Trade Runner- downgrade the dual hmg to dual mmg, the car can't handle firing weapons with that amount of recoil. It is often turning to evade the pursuit cars and the dual hmg simply make its ass bounce too much to stay targetted.

Seconded on the Mulcher and Vamp rental.
Jaguar


Posted Jul 1, 2009, 9:31 pm
Dr Mathias said:
Trader Van- remove the mine dropper and replace with an mg (or give it two mmg rear), it rarely fires the dropper. I'd remove the FoJ from the Cacophony for the same reason, and replace it with a second car rifle.

Van could also use B class armor to maybe help it run better.

Trade Runner- downgrade the dual hmg to dual mmg, the car can't handle firing weapons with that amount of recoil. It is often turning to evade the pursuit cars and the dual hmg simply make its ass bounce too much to stay targetted.

Seconded on the Mulcher and Vamp rental.


Or when it does drop mines (or for that matter, spikes), it does so -very- poorly. It seems to treat them more like oil jets.
Lord Foul


Posted Jul 2, 2009, 12:05 am
Dr Mathias said:
Trader Van- remove the mine dropper and replace with an mg (or give it two mmg rear), it rarely fires the dropper. I'd remove the FoJ from the Cacophony for the same reason, and replace it with a second car rifle.

Van could also use B class armor to maybe help it run better.

Trade Runner- downgrade the dual hmg to dual mmg, the car can't handle firing weapons with that amount of recoil. It is often turning to evade the pursuit cars and the dual hmg simply make its ass bounce too much to stay targetted.

Seconded on the Mulcher and Vamp rental.


Trader issues and vehicles have recently been brought up in the ROC forum Doc, so when Sam gets back from his vaca I'm sure this will be discussed further.

Sam will have a huge pile of stuff to digest when he gets back, so we'll have to be patient with this one.  :)
4saken


Posted Jul 2, 2009, 1:25 am
Speaking of mines I have never seen NPCs use dropped weapons. Does the AI know even how to use them?
*goat starer*


Posted Jul 2, 2009, 1:30 am
4saken said:
Speaking of mines I have never seen NPCs use dropped weapons. Does the AI know even how to use them?



well it knows how to use them in deathraces and makes some kind of decision about firing primary armamant or dropped.

I suspect that whatever the decision making code is it is simply very unlikely that fiting the dropped weapons comes up as a preferred option.... might need a tweak.
Joel Autobaun


Posted Jul 2, 2009, 2:29 am
Great Topic. The Mutant Mulcher makes me laugh.
Jaguar


Posted Jul 2, 2009, 4:58 am
4saken said:
Speaking of mines I have never seen NPCs use dropped weapons. Does the AI know even how to use them?


Yes and no. It tends to prefer primary weapons first. Also, it will also only drop weapons if there's something fairly close behind it - it won't drop things if there's nothing around.
Whiskey


Posted Jul 3, 2009, 12:33 am
The constrictor for rent has some justification in my opinion. It lets a newbie learn about muscle cars. I have taken a newbie in a constrictor and driven a vehicle back for them. The other possibility is they get a loot car that is worth more than their deposit so they can abandon the constrictor (in which case I'll take it back to town for the deposit.)
*jimmylogan*


Posted Jul 3, 2009, 12:39 am
I agree - it can give a taste of speed. Scouting is not just about the loot, but about the experience.

Compare the speed to that of the Moose with 2.5 or pickup with a 2L...

Perhaps a Flash with a Car Rifle for true speed, but at the cost of armor?

JL

4saken


Posted Jul 4, 2009, 2:22 am
My simple fix for the vamp was to simply remove the rear MG so it could have a gunner/loot driver.

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