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Author Topic: Sac-timer XR/SFE version  (Read 8796 times)
Trigardon
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« Reply #15 on: September 05, 2010, 01:53:04 pm »

LETS DO A BUFF RUSH, WE JUST BUFF THEM DOWN.

rofl beard, demo nor buffs can end a game THAT easy in the first 5 minutes...

As said on IRC: L2P
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Chiprel
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« Reply #16 on: September 05, 2010, 01:59:24 pm »

make the sac timer beast only, cause beasts can still use game time then sure i think it might be okay, otherwise yeah it shouldnt be posted.
so should i try to make sac visible by beasts only and demo by hums?
or just delete it and forget about it? Tongue

btw. I don't think that you can block it serverside.. cause if you block that you won't hear sound and see sac model too.
The only way to stop this kind of mods is to make .object files serverside(being copied every time you load map etc.).
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Mefix
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« Reply #17 on: September 05, 2010, 02:02:23 pm »

Only thing I would change on beast sac is using some weirdish runes instead of numbers, Confusing+learning!
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Mefix
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« Reply #18 on: September 05, 2010, 02:42:59 pm »



Need a fatter circle!
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Faun
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« Reply #19 on: September 05, 2010, 03:00:44 pm »

This looks like a great feature if it was server-stated, optional (If you want to have this on your server, just activate it). Installing it via silgle clients rather makes it a bit of unfair advantage. But good work imo, I like the appearance from what I see at the screenies...
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BEARD!
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« Reply #20 on: September 05, 2010, 03:48:55 pm »

LETS DO A BUFF RUSH, WE JUST BUFF THEM DOWN.

rofl beard, demo nor buffs can end a game THAT easy in the first 5 minutes...

As said on IRC: L2P

L2Argue

I was discussing the mod's capability to imbalance, not how important sac rushes are. Straw man!
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BEARD!
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« Reply #21 on: September 05, 2010, 03:52:37 pm »

The only way to stop this kind of mods is to make .object files serverside(being copied every time you load map etc.).

Doesn't that happen to a limited extent anyway? E.g. that server that gives catapults incinerators. (objset forceInventoryX)

Another way might be changes to the way clients handle mods - only allow changes to gui/sounds/textures as a very rough example. XR only, of course.
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AloN
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« Reply #22 on: September 05, 2010, 06:30:13 pm »

l2count! Tongue

jeez came too late and now mod is gone Cry
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$hacaR
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« Reply #23 on: September 05, 2010, 06:55:25 pm »

yo chiprel Cheesy pm me pls Cheesy:D:D
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UnnamedNewbie(20)
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« Reply #24 on: September 05, 2010, 07:20:31 pm »

yo chiprel Cheesy pm me pls Cheesy:D:D

yoooh it's a nice addition to mist hacks, isn't it?
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Chiprel
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« Reply #25 on: September 05, 2010, 07:30:50 pm »

not pming this stuff to players. I might pm it(if they ask) to savage heroes devs or xr devs cause they might want to use some of this stuff Tongue
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Daemon
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« Reply #26 on: September 05, 2010, 07:31:18 pm »

Hey Chiprel, wanna merge it with my mod which shows every unit's HP on the battlefield, along with the items they're carrying? Tongue
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Chiprel
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« Reply #27 on: September 05, 2010, 07:52:27 pm »

Hey Chiprel, wanna merge it with my mod which shows every unit's HP on the battlefield, along with the items they're carrying? Tongue
Deamon no need for sarcasm. This mod actually would help noobs who don't know how to use sound/game_timer to time their sac. In my opinion this mod won't give pro's any advantage cause they already know how to perfectly time their sacrifice. This mod gives you info which you are getting anyway so for me its just another addon (like stam/hp/ammo near crosshair) Tongue
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Hakugei
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« Reply #28 on: September 05, 2010, 08:00:44 pm »

I don't see the gigantic harm in this.
However, I suppose there's a reason why there is no official timer for it.
I use frenzy before sac to use that state timer as a reference as to when I had best place myself next to a victim.
If you use the game time, frenzy timer, or an actual sac timer shouldn't make much of a difference.
Maybe we should introduce a sac timer (again). I do disagree about a demo timer, though. :p More fun when you don't exactly know! (Also, sac is a "state" on yourself, demo is not.)
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Daemon
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« Reply #29 on: September 05, 2010, 08:24:27 pm »

Knowing when a mag/fire wears off, or when a demo is gonna blow, etc. makes the game incredibly boring. And it's got nothing to do with crosshair info, cuz that info was already displayed on the screen. Why don't we put digits showing time left till enemy buildings get constructed by those building them, or how many more balli hits the lair needs to go down. I was against adding stam digits and i still am, tho that may indeed help newbies.

But this simply ruins the fun. Turning everything into a numbers game is not something to help newbies! Playing the game helps newbies.

"Hi my name is ProPlayer and i wanna apply for Sun. My pro skills are reading the sac timer and getting away from demo charge just in time so it only kills tech but not myself."

[edit]That being said, this would go perfectly with a game in which there are literally hundreds of spells to be timed, like Savage Heroes Smiley [/edit]
« Last Edit: September 05, 2010, 10:35:09 pm by Daemon » Logged

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