End of Noobishness

Everything about HD, MD, and their mods.

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Fortune
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Re: End of Noobishness

Post by Fortune » Sun Jan 31, 2010 12:37 pm

No offense, but i doubt any noob will follow that rule. Its because they never follow rules of most servers like no banshees. They use em if they are there. You can't stop them. Only ban them.
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roCTb

Re: End of Noobishness

Post by roCTb » Sun Jan 31, 2010 7:04 pm

Been done many many times before.

Slow the projectiles so the host is forced to lead.
Break the shees however you'd like to.
Breaking the hogs is optional.
Swap plasma and frag grenade positions.
Make rockets have a detonation time of .01.
Make fuel rods have an arc of 999.
Lower the pistol damage or accuracy.
Lower the shot gun projectile count.
Change the flag's string32 to read "cannon" if you want to get rid of flaggots.

And you're done.

2310
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Re: End of Noobishness

Post by 2310 » Sun Jan 31, 2010 7:40 pm

roCTb wrote:Been done many many times before.

Slow the projectiles so the host is forced to lead.
Break the shees however you'd like to.
Breaking the hogs is optional.
Swap plasma and frag grenade positions.
Make rockets have a detonation time of .01.
Make fuel rods have an arc of 999.
Lower the pistol damage or accuracy.
Lower the shot gun projectile count.
Change the flag's string32 to read "cannon" if you want to get rid of flaggots.

And you're done.
Finally! Someone made suggestions! Keep them coming!

Also: I don't really want to remove noobish weapons, just ensure they can't be used noobishly, or someone who uses them noobishly won't be able to use it well.

For example, we could have a snipable rocket & slow it down. And we could lower the damage & increase radius, so it would serve it's original purpose as a anti-vehicle weapon, but could not be used to blow up groups of enemies.

Also, we could break the hog by making it really light so it keeps flipping over, so only pros who use the brake can use it.

RXA
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Re: End of Noobishness

Post by RXA » Sun Jan 31, 2010 7:57 pm

If you slow down the projectiles, joiners will only have to lead even more than what they have to deal with already. :?

Instead of putting the plasma cannon arc at 999, I would suggest lowering the plasma cannon's ammo (maybe 10% per shot? or more).

I like the idea of changing the rocket's detonation time. :D

I would also suggest letting all players start off with plasma grenades, which come in real handy against all vehicles. If not, I would turn on reverse splatter. (I would also suggest not letting players start off with frag grenades, but instead, letting them have to get it on their own)

2310
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Re: End of Noobishness

Post by 2310 » Sun Jan 31, 2010 10:38 pm

RXA wrote:If you slow down the projectiles, joiners will only have to lead even more than what they have to deal with already. :?

Instead of putting the plasma cannon arc at 999, I would suggest lowering the plasma cannon's ammo (maybe 10% per shot? or more).

I like the idea of changing the rocket's detonation time. :D

I would also suggest letting all players start off with plasma grenades, which come in real handy against all vehicles. If not, I would turn on reverse splatter. (I would also suggest not letting players start off with frag grenades, but instead, letting them have to get it on their own)
Actually, joiners will only have to lead a little more, because most of the leading is due to lag. (I think)

We could make the plasma cannon into a beam rifle, with less ammo & more heat generated.

Plasma nades are good against banshees that get stuck.

Also, reverse splatter is unrealistic. The goal of an anti-noobishness mod is to remove ways of noobishness but without costing tactics. Banshees can be really good vehicles that are non-noobish if used properly.

RXA
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Re: End of Noobishness

Post by RXA » Tue Feb 02, 2010 7:17 pm

2310 wrote:
Actually, joiners will only have to lead a little more, because most of the leading is due to lag. (I think)

We could make the plasma cannon into a beam rifle, with less ammo & more heat generated.

Plasma nades are good against banshees that get stuck.

Also, reverse splatter is unrealistic. The goal of an anti-noobishness mod is to remove ways of noobishness but without costing tactics. Banshees can be really good vehicles that are non-noobish if used properly.
In a normal BG map, joiners have to lead quite a lot already (especially the pistol). By slowing the projectiles down even more will cause some frustration over the players.

You could, but CSS probably would be required. In addition, by changing or getting rid of the fuel rod projectile, it takes away a great aspect of the game. I like the idea of increasing the heat generated. :D

Yes, it is unrealistic. However, without plasma nades, vehicles seem pretty difficult to eliminate in a 1 v 1, especially if you're not the host. Maybe you could reduce the vehicle onto player damage, which is seen in Halo 3.

2310
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Re: End of Noobishness

Post by 2310 » Wed Feb 03, 2010 7:40 pm

RXA wrote:
2310 wrote:
Actually, joiners will only have to lead a little more, because most of the leading is due to lag. (I think)

We could make the plasma cannon into a beam rifle, with less ammo & more heat generated.

Plasma nades are good against banshees that get stuck.

Also, reverse splatter is unrealistic. The goal of an anti-noobishness mod is to remove ways of noobishness but without costing tactics. Banshees can be really good vehicles that are non-noobish if used properly.
In a normal BG map, joiners have to lead quite a lot already (especially the pistol). By slowing the projectiles down even more will cause some frustration over the players.

You could, but CSS probably would be required. In addition, by changing or getting rid of the fuel rod projectile, it takes away a great aspect of the game. I like the idea of increasing the heat generated. :D

Yes, it is unrealistic. However, without plasma nades, vehicles seem pretty difficult to eliminate in a 1 v 1, especially if you're not the host. Maybe you could reduce the vehicle onto player damage, which is seen in Halo 3.
1. Noted. I'll keep that in mind.

2. Good point, because it's the only way to shoot over cover at medium range. We could also decrease fire rate or heat loss rate, although remember that it takes 2 shots to kill, unless damage is increased.

3. I was thinking of that too! We could make frag grenades sticky to vehicles only. That would fix it. Also, we could just reduce damage to shields, so a fully shielded player would not be killed unless run over twice.

modfox
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Re: End of Noobishness

Post by modfox » Wed Feb 03, 2010 8:23 pm

Go investigate shooting and memory editing, delay the shot that way maybe?

2310
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Re: End of Noobishness

Post by 2310 » Wed Feb 03, 2010 8:41 pm

Good idea! Perhaps we could make it Halo-2 style: If the reticule is red on the client computer, then ensure that the shot hits the target. (Does anyone know a way to do that?)

Smythe
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Re: End of Noobishness

Post by Smythe » Wed Feb 03, 2010 10:19 pm

Make the bullet have INF speed.
Image

2310
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Re: End of Noobishness

Post by 2310 » Thu Feb 04, 2010 1:24 am

olly12345 wrote:Make the bullet have INF speed.
is equal to
2310 wrote: If the reticule is red on the client computer, then ensure that the shot hits the target.
:?:

Smythe
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Re: End of Noobishness

Post by Smythe » Thu Feb 04, 2010 2:22 am

Yeah. if a bullet is going INF speed and you're aiming at someone, you aren't going to miss.
Image

2310
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Re: End of Noobishness

Post by 2310 » Thu Feb 04, 2010 9:10 am

Ah ok. But what I meant was on the client (not host) computer; if somehow it can transmit the data of what target it was aiming at & whether the reticule was red, then we might be able to use mem modding (or hopefully something less complex) to ensure that the shot hits. Hence eliminating lag for aiming.

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