Comments (13)
oi,
I agree that those runes (at least strength) are too powerful for today's standards.
Please, open more issues to improve KTX CTF, i think you're the only ones playing it.
(developer: see combat.c)
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Recent game in 12/27/2019 :-)
(Secure Link, only screenshot - I am Droni)
https://ibb.co/MDbvvrd
https://ibb.co/Ky6HV9j
Recent gaming (01/02/2019 - 3am gmt -3)
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Dear,
I opened the combat.c program, made the adjustments, and made a new version of qwprogs.so provisionally, however, we would very much like the change of powers to come officially and committed on GITHUB.
To support, open the combat.c program, change the lines ([damage *= 2] to [damage *= 1.5] to strength, to resistence change [damage /= 2] to [damage /= 1.5]).
Rune powers cannot be similar to quad or red armor, they are only supports (The Regeneration and haste runes are perfect.)
Our WhatsApp group has 50 active CTF players, and every night we are active and playing at least 4 vs 4 CTF matches, if you want to keep up, we are at the addresses posted above.
Our Facebook group: https://www.facebook.com/groups/182158788567859/?ref=bookmarks
Thank you all.
from ktx.
acabei de fazer isso :)
aparece no http://discord.quake.world
from ktx.
It is now pushed into master.
from ktx.
A comment was made:
I have an issue with this, the CTF runes have been that way for 20+ years, and just recently the brazilians started to play it and felt they were overpowered so wanted to reduce the benefit of strength and resistance runes from 2x to 1.5x each.
This always has been the issue with ktx changes : do we change or do we not. My answer over the years have usually been "make it a variable with a default value of what's it's always been" and I will revert the change made here and go that direction instead.
from ktx.
@fernandosalvatori @mushis Want to give the ctf_runes_options a run to see if it works like intended?
from ktx.
already tried, didn't work.
from ktx.
ok now it works.
STR: OK
RES: OK
HST: NOTOK - doesn't change the player's speed
RGN: OK, recovers Health quicker
I only tested if change of values had change in-game, didn't did the match to see if it was actually double or triple.
i'de say HST and RGN doesn't make sense to change, can be removed.
from ktx.
OK. Will have another look.
I want to keep haste and regeneration, since they can be configured separately.
from ktx.
I don't see any issue with the haste rune. Player does not run faster, but it never has afaik. Tested with build 1.38, straight player speed is always capped at 320. Weapons are available faster with the hast rune though, as they should be.
I will close the issue with the merge if there aren't any other issues.
from ktx.
a player with haste i think it runs at 400 ups.
definitely faster than 320
if he is not moving faster, then its a bug
from ktx.
OK, client config was my issue: cl_forwardspeed
should NOT be set to 320 if you want to go faster with haste rune :D
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