[RC] UrT 4.3 Release Candidate 4
#21
Posted 26 April 2016 - 07:30 PM
When i switch window between "weapon/item" -> "team setup" -> "weapon/item" weapon setting restarting to default option. It's problem for me because every game I must set my weapon again.
In my opinion this table with weapon and equipment stats (this "current" and "selected" should be on bottom not right side.
(Sorry for my english)
#22
Posted 26 April 2016 - 07:39 PM
Kaziu, on 26 April 2016 - 07:30 PM, said:
Oh. i can confirm this. created an github issue accordingly
This post has been edited by Iye: 26 April 2016 - 07:40 PM
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#23
Posted 27 April 2016 - 05:17 PM
gg for the update :]
This post has been edited by Rai: 27 April 2016 - 05:22 PM
#24
Posted 08 May 2016 - 02:49 PM
Iye, on 24 April 2016 - 11:49 PM, said:
the colt is really nice as well.
the frf1 and magnum sounds are too quiet imo. even more so if you compare it to the mac11.
and the magnum sounds like it is fired outdoors all the time if i'm not mistaken.
All of these new sounds are freesounds mixed together, and modified; Unfortunately the choice remains limited.
P90 used to sound better but also it was very annoying when spammed. I've removed the most impactfull first 0.2 sec to avoid this problem, as I think this would piss off everybody.
Another problem with it is that due to P90's high rof the sounds overlap quickly and gets easily saturated. Which is magnum's case with URT's sound set to max.
I agree that FRF1 & magnum are way too quiet. This was also made this way to avoid saturation (due to overlaping, but also the sound's saturation itself). & I kind of reached the length & dB's gain limit. I'll make these two sounds louder & shorter to avoid these overlaps/saturation. Still the sound itself will sound saturated. I'm not a sound designer at all and I'm really wondering how the DE's sound can be that loud and overlap without any problem.
@Baex : (About the mac11's sounds) Despite our past love story it will stay like that unless more players complain =)
I'm personnally not happy with the Colt which sounds fake especially outdoors but still I thinks it's better than the previous one. Also tell me if you prefered previous sounds version
#25
Posted 08 May 2016 - 03:43 PM
#26
Posted 11 May 2016 - 02:29 AM
Maku, on 24 April 2016 - 10:55 PM, said:
The changes brought in 4.3 are soft. the idea being to advance slowly but surely.
After testing around the tweaks with the latest RCs I do beleive we can push the nerf a little further. Might be worth looking into it again.
I'd really appreciate to have some opinions on how we could have the FRF1 fit in the current meta become a viable weapon.
Also, suggestions on how to buff the glock/colt/beretta to give them a chance to be picked over the DE in some situations ?
#27
Posted 11 May 2016 - 03:22 PM
Biddle, on 11 May 2016 - 02:29 AM, said:
I'd really appreciate to have some opinions on how we could have the FRF1 fit in the current meta become a viable weapon.
Also, suggestions on how to buff the glock/colt/beretta to give them a chance to be picked over the DE in some situations ?
I would just make the FR-F1 a re-skinned SR-8, like the LR-300/M4.
With the pistols I would leave the Beretta as is since it is lethal in the hands of an expert.(minimal recoil, ultra fast reload)
I would make the glock just a re-skinned version of the beretta.
The colt M19A1 I would balance out by giving it a 12 round magazine. This would bridge the gap in terms of fire power and stopping power.
#29
Posted 11 May 2016 - 05:05 PM
bluewormx, on 11 May 2016 - 03:22 PM, said:
Eh. we could just leave it out then.
Ill just link my post about the frf1 here: click me (also note other suggestions there)
bluewormx, on 11 May 2016 - 03:22 PM, said:
I would make the glock just a re-skinned version of the beretta.
The colt M19A1 I would balance out by giving it a 12 round magazine. This would bridge the gap in terms of fire power and stopping power.
+1 for leaving the beretta as is.
-1 for making the glock a reskinned beretta. (+1 for the below suggestion here)
0 for chaning the colt. while i would consider that change reasonable, i personally think the clot is fine. (though i dont use it very often and am not used to it)
JustMe..., on 11 May 2016 - 03:31 PM, said:
The fr-f1 could be like an scout in CS and let it be 100% accurate in air (could provide some epic kills in the hands of a great aimer + jumper)
+1 i like the idea of an automatic glock.
+1 for making the frf1 a CSGO style scout. i still want a silencer on it though. (without dmg reduction)
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
#30
Posted 25 May 2016 - 09:51 AM
Iye, on 24 April 2016 - 11:49 PM, said:
This should be in fix list.
Can't reach pistol and secondary if i choose 2 secondary weapons.
My binds:
bind MWHEELDOWN "ut_weaptoggle primary sidearm"
bind MWHEELUP "ut_weaptoggle knife secondary"
Instead i get MWHEELDOWN primary and secondary, MWHEELUP knife and primary.