I guess I'll dl Half Life 2 again later then get this. I don't suppose I can skip downloading HL2 again and just get this? I have CSS installed right now.
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thorgotthere is special providencein the fall of a sparrowRegistered Userregular
edited February 2007
I guess I'll download it. Cango kept asking me to donate to play it early, and I said I would play when it was out.
I've tried just holding the button and running forward to give it momentum, and I've tried whipping it from behind me forward. But it never seems to go more than like 20feet.
How long do you need to charge it to get it fly farther?
I've tried just holding the button and running forward to give it momentum, and I've tried whipping it from behind me forward. But it never seems to go more than like 20feet.
How long do you need to charge it to get it fly farther?
The maximum charge for the tesla alt fire is about 3 seconds before release. After that, the link breaks between the rifle and the charge, and the ball sort of acts like a dud. It disperses as it travels for balance reasons (mostly because it tears anything without armor to shreds).
Hope the cybercombat has improved, that's definitely one of the weaker points in the game.
Cybercombat is a wee bit more fast paced than U4/U5. The projectile has seen an improvement in terms of force and damage (and hence spammability), and there has been an additional weapon added in the form of the shaft. The shaft fires a short-medium range stream of constant pwn, forcing the user to keep consistent aim on the person being attacked.
Points in Cyberspace is still dependent on cyberfrags, gaining up to 8 points if you utterly manhandle a person. Also, if you kill a person in cyberspace, an energy crystal will drop down, allowing a person to stay in cyberspace longer. The amount of energy goes with how much they had going in, and if they didn't jack out prematurely. Another note, dump shock is much, much more lethal in V1.
While I'm on the subject of cyberspace, there are two implants now regarding cyberspace. There is the standard cyberdeck and the advanced cyberdeck. Advantages are as follows (although they might be a little dodgy, so don't take my word on it):
Cyberdeck
Head slots taken: 2
Attack Programs: Hitscan, Projectile
Offensive/Defensive Programs: Password Protect/Crack, Encrypt/Decrypt, Ice Scan, Wedge
Minigame?: No
Enhanced Cyberdeck is pretty sweet, however medium lovers will want to consider the standard Cyberdeck sometimes because of the lesser amount of head slots taken. This allows for a medium to lug around thermals as well. Also, some objectives do not require the Enhanced Cyberdeck, such as Detonate's 1st and 2nd cyber-objective.
The minigame goes with whenever you're using Offensive/Defensive programs. When you watch the program in action, there will be a list of processes the program will go through. Underneath these processes are buttons. Press the button co-responding to the process and it speeds up the time the program needs to be run. Press the wrong button and you're locked out for a second or two before you can try again. Note that there is still a maximum time your program runs before finishing all processes, so you're not ultimately screwing yourself by playing the minigame.
The new programs are as follows:
ICE Scan: ICE Mines, Alarms and Green ICE are now invisible to anyone running around in cyberspace unless they own the ICE. ICE Scan tells you what's in the ICE, and if it's Green ICE, eliminates it.
ICE Alarm: Whenever an ICE Alarm is set off, whether it is by Wedge or Ice Break, an Alarm will be set off to every person that has a cyberdeck.
GreenICE: GreenICE appears harmless until a person steps into it (or very close). The person has .5 seconds to jack out of cyberspace or get nailed with an EMP effect, being jacked out for cyberspace for the EMP duration. GreenICE will persist until it is Wedged or Scanned. This means don't run unto any ICE you see.
Also, another nifty addition: sprays in cyberspace. Whenever you frag someone in CS, your spray will show up on their jack in point (and the JIP is locked out for two to three seconds, to avoid endless JIP zerg rushing).
---
I'm going to jump around at this point, listing random things off the top of my head for those wondering what's changed. Too much after supporters' testing.
New Implants:
Cold Suit (Body Implant): The ultimate counter to Thermals. After massive whoring of the Thermals, this is one of the solutions the devs have brought into play. You are invisible to Thermals, and no energy is consumed due to the Cold Suit being a passive implant.
And no, you can't have Cold Suit and Stealth at the same time.
Wired Reflexes (Body Implant): Any weapon that has to be reloaded (Assault Rifle, MK808, Basilisk, Minigun, Boltgun, Smartlocks) can now be reloaded faster thanks to this implant. Also, quickswitch times are reduced.
IFF Info (Head Implant): You may now see enemies' health and armor info, as well as their implants.
Implant changes:
Stealth: No longer an offensive weapon. If you're hit, you flicker. You flicker in a crowd, you're a dead man.
SS and Stealth can now be accessed at the same time while having SCS (5 + 1 + 1).
TAC: Now 15 energy per scan. If you have most of their team in the scan, points are awarded.
Cortex Bomb: 25 health for activation, not 20.
Updates to old weapons:
Not much in this field. The shotgun has a new model/skinjob (which I love to death).
For those who stopped before U4, the LR has been nerfed. Quickswitching mid-charge was disabled and there is a range limitation on damage (closer you are to a person, less damage you do).
The boltgun has headshot registry now.
The Ion Cannon's quickswitch time between Fist and the Cannon has been increased.
Light katana's firing rate has been reduced, this goes with the fact that most of the melee has been fixed.
New Weapons:
Smartlocks (AKA the dualies): Primary fire is considered automatic (no need to tap the keys to fire repeatedly). The secondary fires tracers into people. Once you see the crosshair in a person (and a laser coming out one of the smart locks), you're locked on to a person and can mow them to death with your primary. You only have one set of tracers per reload.
Tesla Rifle: Primary fire sends out a stream of electricity. Note, this weapon is not effective against armor. An armorless target, however, is raped. Hard. The secondary fire charges a ball of lightning, which then can be released into an area, intermittently zapping the area. The ball lightning can also hit people for massive damage (Found out the hard way. I actually took one to the face the other day).
Basilisk: Acts similar to the Flak Cannon from Unreal Tournament. This weapon is hit scan, the flak is in a tighter cone, and you have to reload the cannon every once in a while (12 shots per clip, 56 max ammo, 1 shot per spread, 3 shots per grenade).
Old maps:
All old maps have seen revisions of some sort. Vaccine and Fortress especially have had a graphical overhaul, and Fortress itself has had a number of balancing measures put in (AKA no more Pink Floyd Laser Show). For example, below the room to capture the third objective, there's a door with a lock minigame. Match up the middle of the line with the red blocks and you unlock the door. From there, you can run in and hit a button that unlocks the upper door, preventing a cyberspace lockout.
New maps:
One thing to note with the new maps (especially Detonate and Broadcast) is that the roles will switch from time to time. Punks will be on defense, Corps will be on offense.
Otherwise, play them for yourself. And ride the laser in Assemble sometime.
Other random stuff:
Context sensitive taunts: If you nail someone and then go to your voice menu and taunt, you will have certain taunts that are only available whenever you kill people with particular weapons.
Phong shading: For you graphic whores out there, all player models now have phong shading, courtesy of WNxSpire. Don't ask him about weapon models yet.
It's an awesome mod. I just wish the fighting didn't feel like UT. The weapons are all over the place, some are amazingly terrible while others are great. I know the options are the appeal but they could cut back on some of the fat.
Gave this a good 2.5 hours of play. It's pretty much the same game as it was in the Demo. Much better graphics, lotsa polish. Don't like the combat. It's like Quake 3 but much slower paced, and thus not very fun..
The global ranking system seems coo. The Phistball stuff is lame.
So they made decking more interesting. Didn't experience any crashes at all (maybe an issue on your part?) Cold suits make thermal vision even more annoying to use.
I could find more but I have a paper due tomorrow and im sick but if your as short on time as me ill point out the most important part:
Shadowrun is a lot of fun
Now I am done as this is a thread for a seemingly awesome mod and not a "LeTz TroLL teh 360 simIliAR Gaem D00d!"
It's fun, but Dystopia is still a better take on Shadowrun than it is.
Edit: Just to clarify, and bite this before this derails.
Most everything that I have seen about SR360 is that is is, at it's most basic level, a team-CTF with a small selection of the SR races and PTCHOO PTCHOO magic powers alongside the shooting. Mind you, EVERYONE has said that this is incredible fun, but it just seems like they had the game halfway done before a suit asked what license they could slap on for more name recognition. There's no hacking, no urban sprawls, there's no actual shadowrunning (being, hired by a corporation as "deniable assets" against another corporation), barely scant lip-service to the whole corporate intrigue that's pretty much the cornerstone of the setting. Hell, it's set in a freaking jungle. Maybe I'll be suprised? But it doesn't feel at all like shadowrun in all but the most shallow sense.
Yeah, one of the nice things I like about Dystopia is how it has a Shadowrun feel (albeit without the magic).
This time around I've decided not to use the stealth when going light. Instead I load up on a mediplant, wired reflexes, leg booster, and the SCS instead. Seem to do ok, and more useful to the team.
When heavy though, I still go Thermal and Leg Boosters. Don't really use Mediums much.
Posts
I guess I'll dl Half Life 2 again later then get this. I don't suppose I can skip downloading HL2 again and just get this? I have CSS installed right now.
Who wants to play? We need to find a server to invade.
I've tried just holding the button and running forward to give it momentum, and I've tried whipping it from behind me forward. But it never seems to go more than like 20feet.
How long do you need to charge it to get it fly farther?
The maximum charge for the tesla alt fire is about 3 seconds before release. After that, the link breaks between the rifle and the charge, and the ball sort of acts like a dud. It disperses as it travels for balance reasons (mostly because it tears anything without armor to shreds).
Cybercombat is a wee bit more fast paced than U4/U5. The projectile has seen an improvement in terms of force and damage (and hence spammability), and there has been an additional weapon added in the form of the shaft. The shaft fires a short-medium range stream of constant pwn, forcing the user to keep consistent aim on the person being attacked.
Points in Cyberspace is still dependent on cyberfrags, gaining up to 8 points if you utterly manhandle a person. Also, if you kill a person in cyberspace, an energy crystal will drop down, allowing a person to stay in cyberspace longer. The amount of energy goes with how much they had going in, and if they didn't jack out prematurely. Another note, dump shock is much, much more lethal in V1.
While I'm on the subject of cyberspace, there are two implants now regarding cyberspace. There is the standard cyberdeck and the advanced cyberdeck. Advantages are as follows (although they might be a little dodgy, so don't take my word on it):
Cyberdeck
Head slots taken: 2
Attack Programs: Hitscan, Projectile
Offensive/Defensive Programs: Password Protect/Crack, Encrypt/Decrypt, Ice Scan, Wedge
Minigame?: No
Enhanced Cyberdeck
Head slots taken: 3
Attack Programs: Hitscan, Shaft, Projectile
Offensive/Defensive Programs: Password Protect/Crack, Encrypt/Decrypt, Wedge , ICE Set/Break/Scan, ICE Mine, ICE Alarm, Green ICE
Minigame?: Yes
Enhanced Cyberdeck is pretty sweet, however medium lovers will want to consider the standard Cyberdeck sometimes because of the lesser amount of head slots taken. This allows for a medium to lug around thermals as well. Also, some objectives do not require the Enhanced Cyberdeck, such as Detonate's 1st and 2nd cyber-objective.
The minigame goes with whenever you're using Offensive/Defensive programs. When you watch the program in action, there will be a list of processes the program will go through. Underneath these processes are buttons. Press the button co-responding to the process and it speeds up the time the program needs to be run. Press the wrong button and you're locked out for a second or two before you can try again. Note that there is still a maximum time your program runs before finishing all processes, so you're not ultimately screwing yourself by playing the minigame.
The new programs are as follows:
ICE Scan: ICE Mines, Alarms and Green ICE are now invisible to anyone running around in cyberspace unless they own the ICE. ICE Scan tells you what's in the ICE, and if it's Green ICE, eliminates it.
ICE Alarm: Whenever an ICE Alarm is set off, whether it is by Wedge or Ice Break, an Alarm will be set off to every person that has a cyberdeck.
GreenICE: GreenICE appears harmless until a person steps into it (or very close). The person has .5 seconds to jack out of cyberspace or get nailed with an EMP effect, being jacked out for cyberspace for the EMP duration. GreenICE will persist until it is Wedged or Scanned. This means don't run unto any ICE you see.
Also, another nifty addition: sprays in cyberspace. Whenever you frag someone in CS, your spray will show up on their jack in point (and the JIP is locked out for two to three seconds, to avoid endless JIP zerg rushing).
---
I'm going to jump around at this point, listing random things off the top of my head for those wondering what's changed. Too much after supporters' testing.
New Implants:
Cold Suit (Body Implant): The ultimate counter to Thermals. After massive whoring of the Thermals, this is one of the solutions the devs have brought into play. You are invisible to Thermals, and no energy is consumed due to the Cold Suit being a passive implant.
And no, you can't have Cold Suit and Stealth at the same time.
Wired Reflexes (Body Implant): Any weapon that has to be reloaded (Assault Rifle, MK808, Basilisk, Minigun, Boltgun, Smartlocks) can now be reloaded faster thanks to this implant. Also, quickswitch times are reduced.
IFF Info (Head Implant): You may now see enemies' health and armor info, as well as their implants.
Implant changes:
Stealth: No longer an offensive weapon. If you're hit, you flicker. You flicker in a crowd, you're a dead man.
SS and Stealth can now be accessed at the same time while having SCS (5 + 1 + 1).
TAC: Now 15 energy per scan. If you have most of their team in the scan, points are awarded.
Cortex Bomb: 25 health for activation, not 20.
Updates to old weapons:
Not much in this field. The shotgun has a new model/skinjob (which I love to death).
For those who stopped before U4, the LR has been nerfed. Quickswitching mid-charge was disabled and there is a range limitation on damage (closer you are to a person, less damage you do).
The boltgun has headshot registry now.
The Ion Cannon's quickswitch time between Fist and the Cannon has been increased.
Light katana's firing rate has been reduced, this goes with the fact that most of the melee has been fixed.
New Weapons:
Smartlocks (AKA the dualies): Primary fire is considered automatic (no need to tap the keys to fire repeatedly). The secondary fires tracers into people. Once you see the crosshair in a person (and a laser coming out one of the smart locks), you're locked on to a person and can mow them to death with your primary. You only have one set of tracers per reload.
Tesla Rifle: Primary fire sends out a stream of electricity. Note, this weapon is not effective against armor. An armorless target, however, is raped. Hard. The secondary fire charges a ball of lightning, which then can be released into an area, intermittently zapping the area. The ball lightning can also hit people for massive damage (Found out the hard way. I actually took one to the face the other day).
Basilisk: Acts similar to the Flak Cannon from Unreal Tournament. This weapon is hit scan, the flak is in a tighter cone, and you have to reload the cannon every once in a while (12 shots per clip, 56 max ammo, 1 shot per spread, 3 shots per grenade).
Old maps:
All old maps have seen revisions of some sort. Vaccine and Fortress especially have had a graphical overhaul, and Fortress itself has had a number of balancing measures put in (AKA no more Pink Floyd Laser Show). For example, below the room to capture the third objective, there's a door with a lock minigame. Match up the middle of the line with the red blocks and you unlock the door. From there, you can run in and hit a button that unlocks the upper door, preventing a cyberspace lockout.
New maps:
One thing to note with the new maps (especially Detonate and Broadcast) is that the roles will switch from time to time. Punks will be on defense, Corps will be on offense.
Otherwise, play them for yourself. And ride the laser in Assemble sometime.
Other random stuff:
Context sensitive taunts: If you nail someone and then go to your voice menu and taunt, you will have certain taunts that are only available whenever you kill people with particular weapons.
Phong shading: For you graphic whores out there, all player models now have phong shading, courtesy of WNxSpire. Don't ask him about weapon models yet.
Phistball: Think of it as soccer with melee. Just a sample from our trailer recording sessions: http://stash.reknet.ca/dystopia/thorbinator.avi
Yes, we still hound him on that to this day.
Damn, this was long. tl;dr in 3... 2... 1...
I hope UK/EU servers still exist :?
what gives
The global ranking system seems coo. The Phistball stuff is lame.
But it crashes. a lot.
Edit: a lot
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
are you using the mp3 player?
I tried that a couple times and always end up crashing with it. When I'm not using it everythings fine.
i was looking forward to the car though...
I never asked for this!
I think it should The Androids Who Are Dreaming of Electric Sheep
here is the thread: http://forums.penny-arcade.com/showthread.php?t=15217
also, i am legally obligated to remind you that the Takeshi Kovacs series by Richard K Morgan is the best cyberpunk in the world
start with Altered Carbon
Even without magic, Dystopia is far more of a Shadowrun game than Shadowrun360 will ever be.
After changing things, it seems to have stopped a bit, though I got a horrible freeze after disconnecting from a game.
Edit: Indeed. in-depth Decking system > "WHEE WE GOT MAGIC SPELLS IN A SHOOTER LOL!"
Wow can we have some impressions of that Shadowrun 360 game that is yet to be released?
To be granted, there have been opportunities for the public to play it. Responses have been less than stellar.
Stealth up, smartlock dem pistols, circle strafe. It's the cheat code for win.
http://www.gamespot.com/pc/action/shadowrun/news.html?sid=6166347
I could find more but I have a paper due tomorrow and im sick but if your as short on time as me ill point out the most important part:
Shadowrun is a lot of fun
Now I am done as this is a thread for a seemingly awesome mod and not a "LeTz TroLL teh 360 simIliAR Gaem D00d!"
It's fun, but Dystopia is still a better take on Shadowrun than it is.
Edit: Just to clarify, and bite this before this derails.
Most everything that I have seen about SR360 is that is is, at it's most basic level, a team-CTF with a small selection of the SR races and PTCHOO PTCHOO magic powers alongside the shooting. Mind you, EVERYONE has said that this is incredible fun, but it just seems like they had the game halfway done before a suit asked what license they could slap on for more name recognition. There's no hacking, no urban sprawls, there's no actual shadowrunning (being, hired by a corporation as "deniable assets" against another corporation), barely scant lip-service to the whole corporate intrigue that's pretty much the cornerstone of the setting. Hell, it's set in a freaking jungle. Maybe I'll be suprised? But it doesn't feel at all like shadowrun in all but the most shallow sense.
If this is essentially the CS:S server stuff, I will not be able to host...
I was fairly active for a few months but life recently took hold of me.
Also, V1 testing got old once all the other supporter's could kick my ass.
Although, I do love slinging the ball-o-doom around corners.
i like my medic build: tac scanner, IFF, Mediplant, wired reflexes & assault rifle
IR + SWT, Medkit, batt Cell and Tesla gun
I take the medkit in case I burn my team mates.
I just wish so many counterstirke players didn't come over to this.
It's not fun being a one man team on a teambased game. ;-;
Well, I waited for the first public version to come out and played it for months after that, and played in DGL, the first Dystopia League (we sucked).
But then vaccine got incredibly boring.
I prefer thermal to tac, because that way you can actually kill stealthers. Though TAC is such a great team implant.
Cyberpunk genre, techno future scenarios, dystopia cities, cybernetic implants, a 3d hacking system, punks raiding big corporations; stealing/destroying data, sabotaging stuff, assassinations, etc.
I'm sure SR360 will be 360 flavors of fun, and a good game to buy.
But I'm betting that Dystopia will be more Shadowrun-ish
This time around I've decided not to use the stealth when going light. Instead I load up on a mediplant, wired reflexes, leg booster, and the SCS instead. Seem to do ok, and more useful to the team.
When heavy though, I still go Thermal and Leg Boosters. Don't really use Mediums much.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
I never asked for this!
Anyone else having this problem?
Seems like each doorway has two mediums rotating who shoots grenades out.