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List of good Suggestions
#131
Posted 26 April 2016 - 06:11 PM
Local Voice Sounds (Audibles)
These are audible voice sounds that broadcast to players nearby. This can be used, for example, when you don't want to notify the entire team on the team radio channel.
Examples can be tactical messages appropriate for nearby players only, or even just silly audibles like "Damn!" or "Good Shot" or even a "laugh" sound. There could be:
"Follow me"
"Go get the flag"
"I need escort!"
"Stay here"
I'm sure there will be more suggestions for more audibles. Note that all players in the nearby area, including players from the opposing team, can hear the voice sounds. I think this opens up another area for tactical communications in the game as well as an opportunity to add flavor to the game with more "funstuff" voice sounds like "Gotcha!" for example. Of course, a switch should be available to disable the function in case a server operator didn't want this option.
These are audible voice sounds that broadcast to players nearby. This can be used, for example, when you don't want to notify the entire team on the team radio channel.
Examples can be tactical messages appropriate for nearby players only, or even just silly audibles like "Damn!" or "Good Shot" or even a "laugh" sound. There could be:
"Follow me"
"Go get the flag"
"I need escort!"
"Stay here"
I'm sure there will be more suggestions for more audibles. Note that all players in the nearby area, including players from the opposing team, can hear the voice sounds. I think this opens up another area for tactical communications in the game as well as an opportunity to add flavor to the game with more "funstuff" voice sounds like "Gotcha!" for example. Of course, a switch should be available to disable the function in case a server operator didn't want this option.
#132
Posted 27 April 2016 - 12:03 PM
UrT Weapons:
Lets have a in depth analysis on the topic weapons in Urban Terror.
Playing this game competitive in leagues and for fun on public servers and talking to many other players, I want this game to be the best game possible. It already is my favorite game, due to it’s fast pace and the high accuracy of the weapons. Unlike other games this one really rewards skill and minimizes the possibilities to play destructive and abusive (smoke may be an exception).
Furthermore, I like the variety of modes that are available: TDM (mindless fragging), CTF (mindless fragging with objective), Bomb (Objective based camping), TS (camping) and I am not ironic here - unlike other games which only allow for one of the modes (i.e. CS -> Bomb -> camping) UrT has something for everybody.
Wait a second - did I say everybody?
Lets assume you are new to UrT - the first thing you have to learn is:
Use Helmet, Kevlar, LR300 and DE.
Why?
Because if you don’t where Kevlar or Helmet - you die instantly if you meet a better player. If you don’t use LR300 and DE - you wont be able to kill a better player.
The only choice left is wether you take medic, nades, silencer or laser. Which is answered 80% of the time with nades.
Of cause there are exceptions to this rule, some Maps require different equipment (i.e. sniper rifles on riyadh and eagle) and on some very crowded servers you can use smoke and tac toggles or negev too - but in general the equipment above it what you should go for, especially if you plan to play in a team some day.
On the 3 most frequented eu public servers 80% of the kills with primary weapons are done with LR300 or M4, the mode is not relevant (xlr Stats: =KHR=CTF, BST TDM and Casatown TS).
On TS 10% SR8 and 10% all the other weapons, and on TDM and CTF AK + G36 15% and 5% all the other weapon. Regarding Pistols: 90% of all kills DE.
Two things to conside why only the weapons are used: 1. How long does it take to kill somebody, 2. can I survive if their is a fight at a really crowded place.
Deagle has nearly the same firerate as the other pistols but more damage per bullet and enough bullets to kill 1 - 2 opponents. So it is used. Every other pistol is just worse.
LR300 / M4 have the highest damage output per second (AK more per bullet but a lower firerate) and enough bullets to kill 1-3 opponents. So they are the used rifles. If a player doesnt wear a kevlar, AK is viable but since somebody always uses kevlar and you have a inferior gear against him - you have to switch to LR300 / M4.
SR8 is viable in some specific situations on specific maps but are very hard to master since it is a very binary weapon: you hit your first shoot or you don’t. If you do - the enemy is dead, if you don’t, you are dead.
Sidearms: MP5 does so little damage that you can’t use it except you are right infront of your enemy and he / she is reloading, Spas is just useless if the enemy is farer than 1 meter. So UMP is the only viable addition to your sniper but don’t fool yourself: you will not win a single fight against somebody with a LR300 with your UMP if you aren’t far better or are very lucky.
HK69 has no place in the game. On public servers it makes nearly as many tks at it is used to kill enemies and I never seen one successfully used in clan wars.
G36 can be a good alternative IF you camp at long / mid-long range and the enemy has to move towards you. I.e. Algiers Balc. Otherwise it is very useless since it has less damage per second.
With UrT 4.3 there will be some new weapons:
Why is this bad?
Lets assume 500 people try this game within the next month for the first time. Only a few of them will know the best gear or take it by accident. Most of them will try something else - and they will fail. First because they are new and second because their gear sucks (no helmet, no kevlar, extra ammunition, …).
If they aren’t stupid and don’t have lost passion yet, they will adept and will finally arrive at the described gear. So out of the 500 people 250 try their best using the optimal gear, 50 try to make their first pick work and 200 leave.
But does it maximize the fun for everybody if everybody is forced to a specific setup and the possibilities to „express oneself“ are very very limited? Can everybody select a gear that perfectly fits his / her respective skill set? No.
Why are only this gear used?
How do other games treat diversity?
Take the most successful competitive games of our time: LoL / Dota, SC2 and CS. All have mechanics to allow balance and variaiity. CS has the money system that forces you into weaker weapons. LoL / Dota have the „one hero one player“ mechanic so that you have to compose your team out of different heroes and are balanced in a way that a team only consisting of damage output players or tanks will have no chance. And SC2 is all about strategy, every unit has weaknesses and is countered by some other unit. Its all about outthinking your opponent.
UrT has nothing comparable. You can choose the perfect gear every spawn, every player of your team can to so and the LR / M4 is one of the best choices is EVERY situation.
What could be changed?
Every gear has to have its weaknesses and every gear has to be viable in some sort of situation:
What would the changes lead to?
If well balanced, the changes would increase the diversity and complexity of viable gear decisions for a single player, for a team and such the diversity of viable tactics and possibility of symbiotic effects away from more players can shoot more.
Examples:
CTF:
Defenses use Negev and Sniper, Kevlar, Helmets and Nades. They don’t have to be fast and they have to kill.
Attackers have one tanky guy and one fast guy, two fast guys or two tanky players. They use flash bangs and smoke and their speed and maybe will try to get to close combat with shotguns.
TDM:
everybody can play one of many viable setups and no game will be like the other since the compositions change.
TS:
The game will be way more diverse. Teams can choose to play very defensive / mobile / long range / short range or even split into two teams. Smoke and flash bangs will be used tactically to support the goal of forcing your opponent to a fight where the strengths of your gear will carry you.
What will happen to the scene?
Some will say: Mimimi, I used to use the LR / M4 in every single situation / map / … and now I will die in some of them. But I think most will say: Yey! I am finally able to play my personal style with the gear I want and have the possibility to outsmart my opponent - not only to have better aim or movement. Casters will love it, since they have stories to tell and the talk isn’t purely about aim and positioning. And Teams will love it, because they can be creative and have special tactics.
I think it would really help UrT to become great again. MAKE URT GREAT AGAIN.
Lets have a in depth analysis on the topic weapons in Urban Terror.
Playing this game competitive in leagues and for fun on public servers and talking to many other players, I want this game to be the best game possible. It already is my favorite game, due to it’s fast pace and the high accuracy of the weapons. Unlike other games this one really rewards skill and minimizes the possibilities to play destructive and abusive (smoke may be an exception).
Furthermore, I like the variety of modes that are available: TDM (mindless fragging), CTF (mindless fragging with objective), Bomb (Objective based camping), TS (camping) and I am not ironic here - unlike other games which only allow for one of the modes (i.e. CS -> Bomb -> camping) UrT has something for everybody.
Wait a second - did I say everybody?
Lets assume you are new to UrT - the first thing you have to learn is:
Use Helmet, Kevlar, LR300 and DE.
Why?
Because if you don’t where Kevlar or Helmet - you die instantly if you meet a better player. If you don’t use LR300 and DE - you wont be able to kill a better player.
The only choice left is wether you take medic, nades, silencer or laser. Which is answered 80% of the time with nades.
Of cause there are exceptions to this rule, some Maps require different equipment (i.e. sniper rifles on riyadh and eagle) and on some very crowded servers you can use smoke and tac toggles or negev too - but in general the equipment above it what you should go for, especially if you plan to play in a team some day.
On the 3 most frequented eu public servers 80% of the kills with primary weapons are done with LR300 or M4, the mode is not relevant (xlr Stats: =KHR=CTF, BST TDM and Casatown TS).
On TS 10% SR8 and 10% all the other weapons, and on TDM and CTF AK + G36 15% and 5% all the other weapon. Regarding Pistols: 90% of all kills DE.
Two things to conside why only the weapons are used: 1. How long does it take to kill somebody, 2. can I survive if their is a fight at a really crowded place.
Deagle has nearly the same firerate as the other pistols but more damage per bullet and enough bullets to kill 1 - 2 opponents. So it is used. Every other pistol is just worse.
LR300 / M4 have the highest damage output per second (AK more per bullet but a lower firerate) and enough bullets to kill 1-3 opponents. So they are the used rifles. If a player doesnt wear a kevlar, AK is viable but since somebody always uses kevlar and you have a inferior gear against him - you have to switch to LR300 / M4.
SR8 is viable in some specific situations on specific maps but are very hard to master since it is a very binary weapon: you hit your first shoot or you don’t. If you do - the enemy is dead, if you don’t, you are dead.
Sidearms: MP5 does so little damage that you can’t use it except you are right infront of your enemy and he / she is reloading, Spas is just useless if the enemy is farer than 1 meter. So UMP is the only viable addition to your sniper but don’t fool yourself: you will not win a single fight against somebody with a LR300 with your UMP if you aren’t far better or are very lucky.
HK69 has no place in the game. On public servers it makes nearly as many tks at it is used to kill enemies and I never seen one successfully used in clan wars.
G36 can be a good alternative IF you camp at long / mid-long range and the enemy has to move towards you. I.e. Algiers Balc. Otherwise it is very useless since it has less damage per second.
With UrT 4.3 there will be some new weapons:
- FR-F1 weaker than SR8 -> will never be used,
- p90 maybe the new sidearm? wasn’t able to test it against other players, seams to have very little accuracy so maybe not.
- Magnum less damage per second (limited firerate) -> will never be used
- Benelli even worse than a pistol (deagle) -> will never be used
Why is this bad?
Lets assume 500 people try this game within the next month for the first time. Only a few of them will know the best gear or take it by accident. Most of them will try something else - and they will fail. First because they are new and second because their gear sucks (no helmet, no kevlar, extra ammunition, …).
If they aren’t stupid and don’t have lost passion yet, they will adept and will finally arrive at the described gear. So out of the 500 people 250 try their best using the optimal gear, 50 try to make their first pick work and 200 leave.
But does it maximize the fun for everybody if everybody is forced to a specific setup and the possibilities to „express oneself“ are very very limited? Can everybody select a gear that perfectly fits his / her respective skill set? No.
Why are only this gear used?
How do other games treat diversity?
Take the most successful competitive games of our time: LoL / Dota, SC2 and CS. All have mechanics to allow balance and variaiity. CS has the money system that forces you into weaker weapons. LoL / Dota have the „one hero one player“ mechanic so that you have to compose your team out of different heroes and are balanced in a way that a team only consisting of damage output players or tanks will have no chance. And SC2 is all about strategy, every unit has weaknesses and is countered by some other unit. Its all about outthinking your opponent.
UrT has nothing comparable. You can choose the perfect gear every spawn, every player of your team can to so and the LR / M4 is one of the best choices is EVERY situation.
What could be changed?
Every gear has to have its weaknesses and every gear has to be viable in some sort of situation:
- Nerf LR300 and M4 in distance fights. So that SR8, PSG and G36 get to have a place in the game or maybe so that laser and silencer are a real tactical decision.
- Make Shotguns stronger in close combat.
- Reduce the HK69 delay
- Increase the damage of negev (it is very funny that the weapon with such big bullets has such little damage)
- Extend the gear / movement speed conplexity: Less and lighter gear -> faster movement, more and heavier gear (i.e. negev) slower movement.
- Implement a better smoke nade and remove tac toggles
- Implement flashbangs
What would the changes lead to?
If well balanced, the changes would increase the diversity and complexity of viable gear decisions for a single player, for a team and such the diversity of viable tactics and possibility of symbiotic effects away from more players can shoot more.
Examples:
CTF:
Defenses use Negev and Sniper, Kevlar, Helmets and Nades. They don’t have to be fast and they have to kill.
Attackers have one tanky guy and one fast guy, two fast guys or two tanky players. They use flash bangs and smoke and their speed and maybe will try to get to close combat with shotguns.
TDM:
everybody can play one of many viable setups and no game will be like the other since the compositions change.
TS:
The game will be way more diverse. Teams can choose to play very defensive / mobile / long range / short range or even split into two teams. Smoke and flash bangs will be used tactically to support the goal of forcing your opponent to a fight where the strengths of your gear will carry you.
What will happen to the scene?
Some will say: Mimimi, I used to use the LR / M4 in every single situation / map / … and now I will die in some of them. But I think most will say: Yey! I am finally able to play my personal style with the gear I want and have the possibility to outsmart my opponent - not only to have better aim or movement. Casters will love it, since they have stories to tell and the talk isn’t purely about aim and positioning. And Teams will love it, because they can be creative and have special tactics.
I think it would really help UrT to become great again. MAKE URT GREAT AGAIN.
#134
Posted 15 May 2016 - 10:51 PM
Something I would love to see in maybe a later 4.x release or URT HD would be bullet penetration. You could then hit collaterals and wallbangs, which would add a new layer to the game.
Other ideas could be:
Better No Scope accuracy for snipers (it's horrible currently and are 99% luck and 1% actual skill to hit them)
More/improved color codes
More overall settings for more customization (especially an unlimited fps option and a drop bomb/medkit control)
More weapon attachments/accessories (different grips for different buffs)
More easter eggs such as rare weapon animations or hidden secrets on maps
Can't wait for 4.3!
Other ideas could be:
Better No Scope accuracy for snipers (it's horrible currently and are 99% luck and 1% actual skill to hit them)
More/improved color codes
More overall settings for more customization (especially an unlimited fps option and a drop bomb/medkit control)
More weapon attachments/accessories (different grips for different buffs)
More easter eggs such as rare weapon animations or hidden secrets on maps
Can't wait for 4.3!
This post has been edited by NotVeryGood: 30 July 2016 - 04:48 AM
#135
Posted 15 October 2016 - 08:12 PM
The time for stopping bleeding is longer now. I have a suggestion to make it so that if you stop moving and/or if you don't wear a kevlar, then the bleeding time is reduced slightly. This makes sense in "reality" (sorry, have to put that in quotes) because you would stop and remove body armor when getting medical aid. I think this adds some more dynamic to the play because you could for just one example drop your kevlar, stop bleeding faster, and then pick it back up.
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#136
Posted 15 October 2016 - 08:29 PM
I raise komodo dragons in my spare time
#138
Posted 17 January 2017 - 08:08 PM
Sop3t, on 17 January 2017 - 07:11 PM, said:
I want to use iron sights in guns without scopes
Sigh. 100th suggestion of ironsights
Ironsights have a problem: they would either OP or useless. No1 would want to nerf weapon accuracy to make them viable, thus ironsights are either a buff to accuracy, or purely cosmetic. If they are a buff, they would need a severe tradeoff, possibly to movement speed, which in the end is way more punishing than any benefit from a "scope".
Sop3t, on 17 January 2017 - 07:11 PM, said:
I want cross hairs in snipers like we have with G36
A crosshair on any of the existing sniper rifles wont get you anywhere. It would either fill the entire screen, or just be a sticker in the center of the screen.
Sorry for my bad spelling - I am still asleep. :)
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
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|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
#140
Posted 18 January 2017 - 02:39 PM
Me and my pal played Freeze tag and it was fun.
Could we get cfg option to configure option for time of thawing. ATM its way too long and i think its reason its not played a lot.
Could we get cfg option to configure option for time of thawing. ATM its way too long and i think its reason its not played a lot.
This post has been edited by Rappio: 18 January 2017 - 09:04 PM
What is the sound of silent scream when you still map with GTK Radiant 1.5
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