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Post » Thu Jun 16, 2016 8:57 pm

Not sure if by "VGS" you are referring to the voice menu system in general or 'Shazbot' in particular but you can see him coding the voice menu in this vid so I'd say its confirmed [youtube]https://www.youtube.com/watch?v=w833aAyPkvQ&t=25m54s[/youtube]
Last edited by Shakey-Lo on Thu Jun 16, 2016 9:00 pm, edited 1 time in total.
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Post » Thu Jun 16, 2016 8:59 pm

Not sure if by "VGS" you are referring to the voice menu system in general or 'Shazbot' in particular but you can see him coding the voice menu here (around 25 min mark and throughout) [youtube]https://youtu.be/w833aAyPkvQ[/youtube] so I'd say its confirmed
good find dude :rock:
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Post » Fri Jun 17, 2016 1:14 am

lol at watching a 2 hour coding video
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Post » Fri Jun 17, 2016 12:47 pm

I wonder if Medium Armour will be added - or moreso, if Medium Armour is even neccessary. I suppose it was the ideal indoor base defence armour.
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Post » Fri Jun 17, 2016 1:43 pm

I wonder if Medium Armour will be added - or moreso, if Medium Armour is even neccessary. I suppose it was the ideal indoor base defence armour.
meds could still carry ML and pilot, remote inv packs for TMs and a decent MO with shield pack is fucking irritating as shit

its easy to balance them imo, they shouldnt be anywhere as fast as lights and cant carry mortars so unless the nade launcher in this game is broken as shit then meds are fine
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Post » Fri Jun 17, 2016 6:30 pm

I wonder if Medium Armour will be added - or moreso, if Medium Armour is even neccessary. I suppose it was the ideal indoor base defence armour.
They should add that class. Mediums should specialise in base defence and vehicles. That would be awesome :)

There's talk that you won't be able to tm in your base. Turrets will have to be outside. Don't like this idea.
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Post » Wed Aug 03, 2016 10:30 pm

VGX
AMANOJAKU
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Post » Sun Aug 21, 2016 4:58 pm

On one of the Kickstarter streams, the devs did say that 3rd person will be in the game eventually.
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Post » Thu Feb 23, 2017 2:49 pm

Sounding good.

Would love (and don't execute me if I missed some of these already being in there :))

1) demo/playback ability

2) Sensor Jammer pack. Love cloak but cloak packs just invite hax. SJ is better. Ala classic style.

3) third person & fov adjusting from 70 - 120

4) mousewheelzoom (that resets to x2)

5) hitsounds

6) Fast Physics with hi-gravity where strafing in the air uses energy (ala t2 classic). From what I've seen physics look ok.

7) limited scripting

8) Practice mode
|A3|
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Post » Thu Feb 23, 2017 2:53 pm

2) Sensor Jammer pack. Love cloak but cloak packs just invite hax. SJ is better. Ala classic style.
this dudes is alright
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Post » Sun Jul 23, 2017 12:55 pm

Currently these are some of the basic needs imo:-

Update to the quickvoice system which needs (but is not limited to):-
*HELP* (which, ideally) would throw a waypoint on the person that says it. Also a "VN" menu...like "Need vehicle support", "need cover" and also a line of sight attack/warning system :like when you are looking at a turret and say "destroy enemy turrets" it waypoints the turret/sensor/player you're looking at and can be answered with a one hit key (was enter key in t2)...but even vca would do. This is obviously something that could integrate into a CC system. Obviously we need a "shazbot" too and the "sorry" key should be teamchat... this is just obvious...if "shazbot" is too close to plagiarizing Tribes then make it "awww crap" or "doh"...anything to express a basic feeling of "aww shit" should be VGS.
Command Control system. This doesn't need to be OTT...but I think a basic manual waypointing/targeting system that is connected to the sensor net makes sense. Particularly if you are including a sensor jammer and deployable/fixed asset sensors. I mean... it's there right? It just needs to be accessible to the player in a very basic way. It was in the '98 version of tribes so lets not go with the "too hard" road.
Shadows Ok...so if its a big FPS hit, then have it as something that can be turned on/off tweaked in the settings menu. This will give good distance guidelines for players...tbh I only noticed this after someone brought up Hobb mentioning it, but now I see whats missing it stands out like dog balls... This will help hugely with depth perception and will make the eye candy of the game hugely improved. Even the crappy "I made this in 5 mins" maps will look much better with some shadows...its in all graphics engines afaik and probably just needs turning on and putting in a light source. This follows to my next suggestion...
Compass, happy-flag. Yeah, I know, Happy flag is already there...but when you respawn you need a quick way to find your bearings. With the stand not WP'd and fixed assets not wp'd how does one get their bearings?... Bring on a compass and by fixing it to a sensor grid with a compass I don't need to be a rubbernecking nub for the first 2 seconds of every respawn. And this brings me to my next point....
Beacons OK...If say deployable invos and other assets aren't Waypointed....how about giving us a bind to beacon shit... I mean...at this stage there's no way to even WP yourself...if we had nothing else, the ability to drop a beacon at points of interest is the bare minimum... Whats the point in having deployables if you have nfi where they are?
quickbinds for TM OK...I have a feeling that the TM at this stage is probably OP'd, but, with shielded HO also being OP...maybe not. Dunno. But the current system where you choose what you are going to deploy in a frozen state is stupid.... isn't it?
Weapon toss/pickup we have packs, health and ammo. you should be able to toss weapons you don't want and strip certain weapons from a corpse

And here's a few that I want on my personal wishlist but accept this is personal preference rather than something I see as bare minimum

1) Mine disc (something other than a body block should be able to stop a capper dead on the stand).
2) Shorter Mortar fuse (It shouldn't bounce off the turret you are trying to kill from half a mile away)
3) Vehicles that don't feel totally spastic (lol...how do you not drive the air vehicles straight into the ground? :D)
4) Get rid of that spastic reload thing, esp on the GL (after 3 shots you apparently need to hold your nuts for 2 seconds). Energy based weapons (sniper/blaster) shouldn't have limits to the ammo...they should work related to your energy use (duh) and be unlimited
5) an SJ pack that works individually as default and includes team-mates or vehicles when turned on.
6) Nerfed shield for HO (or mine disc).

Just a few of my ideas that are most likely already in some other peoples wishlists (or not). Just my 2cents.
|A3|
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Post » Mon Jul 24, 2017 6:48 am

Except the cappers can't clear it :/
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Post » Mon Jul 24, 2017 7:17 am

I pretty much agree with all of your points A3. Better voice chats tied to waypoints are super required, I hate seeing a back capper and not being able to point it out or tell anyone about it, give me back a laser pointer at the least.

The depth perception is just terrible, there's no other word for it, its easier to hit people in the air than the ground. Combination of terrible textures + no shadows + model distance scaling out of whack, at like 100m people look like ants.
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Post » Mon Jul 24, 2017 9:37 am

Speaking of mines... in last night's pub I think people were trying to see just how many mines could be deployed at once.
Answer: it's a lot... a whole lot

Maybe mines should still explode when run over by a friendly, even if they dont want them to do team damage
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Post » Tue Jul 25, 2017 9:16 am

yeah...the situation with mines is very stupid, there doesn't seem to be a limit on how many can be deployed (and if you accidentally have one land on your own remote inv station, you cant enter said station any more). I think more than a certain number within a certain radius should kill them and there should be a max server amount. there seems to be a surface problem with turrets too...some building surfaces need land turrets deplyed on them and certain trees (lol) need building turrets to deploy on them. Perhaps they could solve the matter with a single turret for all surfaces... or do whatever is required in the codes/textures to have turrets deply to the correct areas.
Also, strangely, it feels like I can see enemy assets more clearly and from farther away than my own teams deployed assets. I was sitting mid map in a base match and could see every asset at the enemy base, but looking back at my home base I could see nothing. somethings wrong with that picture.
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Post » Tue Jul 25, 2017 11:11 am

Did you have pink inv enabled? :)
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Post » Tue Jul 25, 2017 5:55 pm

Did you have pink inv enabled? :)
I would have...but this fucking game has no possiblity of finding invs,,,pink or not :D
|A3|
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Post » Sat Aug 26, 2017 3:18 am

http://store.steampowered.com/app/439370/Midair/ - you can now buy MIDAIR to play!
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Post » Tue Aug 29, 2017 6:20 am

- Once you deploy something, the pack will slowly recharge or you can use an inventory station to renew them instantly.
iirc using an inv will instantly charge you up to 2 pips, not a full 3 pips (if you are med or heavy)
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Post » Tue Aug 29, 2017 9:09 am

imo you shouldn't be able to get to 3 pips unless you visit a base inv
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