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Author Topic: [RACE] Tactician  (Read 1432 times)
Glider⠠⠵
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« on: October 17, 2010, 01:33:42 PM »

Being able to adapt to the situation at hand, that is the trait of the Tactician.

Skills:
  • Defensive stance: Increase your defense while slowing your movement speed
  • Offensive stance: Increase your damage while also lowering your armor
  • Runner stance: Run faster while dealing decreased damage
  • Switch stances: Quickly switch between stances

Or, speaking in (not yet very balanced) numbers:
Defensive stance
  • Level 1: 10% more armor, 90% of original movement speed
  • Level 2: 20% more armor, 80% of original movement speed
  • Level 3: 30% more armor, 70% of original movement speed
  • Level 4: 40% more armor, 60% of original movement speed

Offensive stance
  • Level 1: 10% more damage dealt, 10% more damage taken
  • Level 2: 20% more damage dealt, 20% more damage taken
  • Level 3: 30% more damage dealt, 30% more damage taken
  • Level 4: 40% more damage dealt, 40% more damage taken

Runner stance
  • Level 1: 10% more speed, do 5% less damage
  • Level 2: 20% more speed, do 15% less damage
  • Level 3: 30% more speed, do 25% less damage
  • Level 4: 40% more speed, do 30% less damage

Switch stances
  • Level 0: 40 seconds between stance switches
  • Level 1: 35 seconds between stance switches
  • Level 2: 25 seconds between stance switches
  • Level 3: 15 seconds between stance switches
  • Level 4: 5 seconds between stance switches

You switch stances by pressing your ability or ultimate key. The ability key switches forward (Defensive -> Offensive -> Runner -> Defensive...) while the ultimate command switches backwards (Runner -> Offensive -> Defensive -> Runner)

I learned a bit about HUD messages and arrays while writing this race and I hope someone else can learn something from my code aswell  Grin

Todo:
  • Add some visuals for other players to see what stance a tactician has. I was experimenting with some tf2 particles (red teleporter glow for offensive, blue for defensive and yellow buff banner for runner) but didn't like the outcome and possible confusion of those... and just using color.inc seems lazy Tongue

Changelog:
  • Fixed stance switching with ultimate not initializing buffs correctly
  • Adjusted Defense. Now goes 100%->90%->80%->70%->60% instead of 100%->20%->40%->60%->80%
  • Added some randomness to FakeClients, so bots now switch stances
« Last Edit: October 22, 2010, 09:33:02 AM by Foolishfox » Logged

Ownz
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« Reply #1 on: October 17, 2010, 04:18:15 PM »

80% speed , remove the - sign
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DarkEnergy
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« Reply #2 on: October 17, 2010, 04:27:55 PM »

Rewritten part of the description Tongue
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Necavi
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« Reply #3 on: October 17, 2010, 04:47:45 PM »

It may be fun to check every half second or so to see if the ultimate/ability button is pressed, so that it will cycle through if you hold it down Cheesy
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Glider⠠⠵
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« Reply #4 on: October 17, 2010, 05:16:03 PM »

It may be fun to check every half second or so to see if the ultimate/ability button is pressed, so that it will cycle through if you hold it down Cheesy

There's a cooldown on stance switching wich doesn't go below 5 seconds, so that's kinda pointless.. or do you really want to keep pressing for 5 seconds to switch Grin? The cooldown is there so you can't over-abuse the different stances, mostly related to offensive-defensive. If there was no cooldown a Sniper for example could shoot in offensive stance and then immidiently switch to defensive after firing until he had a new target, switching back to offensive a second before firing.

But I appreciate the idea  Wink
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Ownz
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« Reply #5 on: October 17, 2010, 05:55:28 PM »

new Float:DefMove[5]={1.0,0.2,0.4,0.6,0.8};

.2 is way too slow

new Float:DefMove[5]={1.0,0.9 --- 0.6 };'


fSlow 0.9 = 90% usual speed FYI
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DarkEnergy
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« Reply #6 on: October 17, 2010, 06:18:24 PM »

I'm aware how fSlow works, but thanks Grin. I'm still working on balancing the skills and I must admit the scaling on the defensive stance is something I was arguing about with a friend at 6 am so I guess I shouldn't have expected anything proper to come out of that. I'll check out how it plays when it scales from 90% to 60% later when I come home from school and upload the new version then (Hopefully with the bot timer added!)
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Necavi
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« Reply #7 on: October 17, 2010, 09:16:20 PM »

Damn, you're right, I didn't think of that Cheesy I just want SOMEONE to use the ability to detect both the button pushing down and releasing it Cheesy (I'm a mixture of too lazy and can never think of a good use for it)
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Glider⠠⠵
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« Reply #8 on: October 18, 2010, 05:17:16 AM »

Damn, you're right, I didn't think of that Cheesy I just want SOMEONE to use the ability to detect both the button pushing down and releasing it Cheesy (I'm a mixture of too lazy and can never think of a good use for it)

So you just want to brainstorm a few possible uses for the push function? I made a closed source race wich uses a jetpack on the ultimate key, flying up while you hold down the key and stopping when you release it. Some other things that come to my mind right now would be dashing, leaping into a direction and charging up an attack. Use your imagination, dammit  Grin
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[Oddity]TeacherCreature
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« Reply #9 on: October 18, 2010, 08:18:18 AM »

If I may suggest some
Skill 1 armor shoudl go from plus 50 - 200 while speed should only go down .5 at a time from .95 to at MAX .7 anythign below that is retard slow

also skill 2 says lowers armor but then says more damage taken and they are not the same, I like the more damage taken idea better than lowering armor since you just just lowered speed for more armor in the first skilll, anyway those are more useable values without even talking about balance.

3 skills that you can only use 1 at a time is like only having one skill. Why not make all three stances into one skill instead of three !

If I played it or most of my players they would use offensive stance and never ever use the others the first one sucks no one wants to move slow the third one is awful because u nerf the hell out of damage.

Just sharing my opinion not trying to bash
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Glider⠠⠵
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« Reply #10 on: October 18, 2010, 08:52:39 AM »

If I may suggest some
Sure matey, if I didn't want criticismn I wouldn't have made this race public  Grin

Skill 1 armor shoudl go from plus 50 - 200 while speed should only go down .5 at a time from .95 to at MAX .7 anythign below that is retard slow
I did some changes based on Ownz input. The max fslow modifier is now 0.6 (You become more slow as your armor progresses)

also skill 2 says lowers armor but then says more damage taken and they are not the same, I like the more damage taken idea better than lowering armor since you just just lowered speed for more armor in the first skilll, anyway those are more useable values without even talking about balance.

What? Where did I say something about lowering the armor on offensive stance? Isn't armor/damage taking the same (multiplying War3_DamageModPercent?)

3 skills that you can only use 1 at a time is like only having one skill. Why not make all three stances into one skill instead of three !

Well, the Tacticians trait is his versatility. I tried to give reasonable buffs that would make someone want to switch Stances and consider all 3 stances as useful skills.

If I played it or most of my players they would use offensive stance and never ever use the others the first one sucks no one wants to move slow the third one is awful because u nerf the hell out of damage.

You run a CS:S server, right? I run a TF2 server, so very slow races like the Heavy really benefit from the Runner stance to get to a cap point, where they can jump into action and switch to defensive/offensive depending on class/situation.

Just sharing my opinion not trying to bash

And thanks for those, I appreciate all the input I can get Smiley


I'll see what I can tweak and then upload the next version soon. Seems to me the biggest difficulty is tweaking a race to be accepted on both TF2 and CS:S. This was coded with soley TF2 in mind and no regards for CS:S, so I can't say how well it works there. The point of the stances is not to just run around in one stance all the time though, if that were to happen that would mean there are some serious balancing issues. I can see how in CS:S players might only be interested in the offensive stance for the massive damage increase, allowing them cheap one-shot kills, but I guess the versatility of this race really only shines on TF2 where you can use the stances to counter your classes weaknesses aswell as enhance your strengths (Runner Stance gets a Heavy on the point, Defensive stance makes him hard to take down.)
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Glider⠠⠵
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« Reply #11 on: October 18, 2010, 09:34:55 AM »

Updated OP with new version. If it's wanted, I could set different percentages for TF2 and CS:S. As it is right now a full HP heavy with no overheal can survive a fully charged headshot when he's in defensive stance and the Sniper has no damage mod. A Pyro in Runner stance runs as fast as a Scout, and being able to get closer to your enemy to burn them in the face really makes up for the lower damage. Also running stance Soldiers are a pain to kill.
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Ownz
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« Reply #12 on: October 18, 2010, 01:10:33 PM »

well if their runnin too fast, lets increase damage towards em lol
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DarkEnergy
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« Reply #13 on: October 21, 2010, 04:18:54 PM »

I'm find error in "Switch Stances".

I will try to explain as much as possible clearly:
1. We will assume that at present at me DEFENSIVE STANCE. ("Ultimate: Runner | DEFENSIVE STANCE | Ability: Offensive")
2. I press 'Ultimate' to switch on RUNNING STANCE.
3. Now at me RUNNING STANCE. ("Ultimate: Offensive | RUNNING STANCE | Ability: Defensive"), BUT actually at the player skill OFFENSIVE STANCE.

If to switch positions through command 'Ability' any problems it is not watched.
And if to switch positions through command 'Ultimate' never it will turn out to include RUNNING STANCE.
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« Reply #14 on: October 22, 2010, 09:33:29 AM »

Thank you for testing my race, I have analyzed and fixed this issue  Smiley. OP contains the newest version of the race
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iceman
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« Reply #15 on: December 10, 2010, 07:44:58 PM »

Just noticed these logs in console when playing this race

Quote
Netchannel: failed reading message svc_UserMessage from 75.102.47
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.
Netchannel: failed reading message svc_UserMessage from 75.102.47.

Ive not played this race lately it spams the console constantly when playing.
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Glider⠠⠵
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« Reply #16 on: December 11, 2010, 02:37:13 AM »

Is this on CS:S? I use a Hudmessage that is only visible on TF2, no idea what it does on other games. Guess I'll have to implement a game check at that specific code.
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iceman
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« Reply #17 on: December 11, 2010, 04:12:12 AM »

Its on TF2
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Ownz
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« Reply #18 on: December 28, 2010, 10:38:36 PM »

so people testing this race, how is it?
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DarkEnergy
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« Reply #19 on: December 29, 2010, 07:43:35 AM »

Good race. In my view everything is working fine, but CSS is not supported ShowSyncHudText.

P.S.: Added translations support:
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