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Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 25 Mar 2015, 00:47
by Buff Skeleton
I sure don't. It seems pretty useless since you can just spam rockets everywhere. Further, I'm thinking of making the rockets hit twice as hard and fire only four, but in a rapidfire four-shot burst with each click instead of all at once. Thoughts?

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 25 Mar 2015, 00:53
by UBerserker
I actually do use it on G59 several times, mainly to locate enemies in the dark (e.g. Big Shadow Creatures) or invisible ones.

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 25 Mar 2015, 11:54
by Sat42
I also used the Clusterfucker's lock-on capability on occasion, especially in G59!

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 08 Jul 2015, 04:37
by Buff Skeleton
Thought I'd chime in and mention I ended up putting the lock-on capability behind a feature flag you can toggle in EXU.ini, so - best of both worlds!

I also made the alt fire mechanics a bit different, and a lot more satisfying. Instead of eight rockets all at once, it fires four, much beefier rockets in rapid succession.

I'm gonna put together a short vid demonstrating! I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 08 Jul 2015, 08:27
by ividyon
Buff Skeleton wrote:I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.

Do tell!

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 08 Jul 2015, 13:38
by Buff Skeleton
Record at 60 fps instead of 30. That was basically the only thing holding back performance on my machine, haha

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 09 Jul 2015, 03:17
by Buff Skeleton
Heeeeeeeere we go! Damn the quality of this view blows away all the other ones.

https://www.youtube.com/watch?v=bg8ErFeUaU8

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 09 Jul 2015, 15:36
by UBerserker
It's better now that the rockets feel to pack more power.

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 10 Jul 2015, 20:45
by Sat42
Awesome video, so EXU2!
I love the voice pack :lol:

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 27 Jul 2015, 06:51
by Jigoku
I certainly do as I like homing rockets. :P

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 03 Oct 2015, 04:19
by FXANBSS
Now looks like the SuperClusterfucker. Cool!

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 23 Apr 2016, 06:19
by MrLoathsome
Yes.

Rock-on Lock-on !

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 20 Aug 2016, 07:40
by MrLoathsome
Bump.

Since you seem to be still in process, I would like to suggest 3 minor adjustments to the
clusterfuckers lock-on capability.

1. It should not lock on other players. (Edit: In Coop....)
2. It should not lock on scriptedpawns who are Owned by a player. (i.e. RebelSkaarj)
3. It should not lock on "Passive/Friendly" Nali/Cows/Birds or other pawns who are not a threat.

It is freaking great as is, but if any changes where to be made to it, those 3 would be my choices.

Re: Does anyone actually use the Clusterfucker's lock-on capability?

Posted: 20 Aug 2016, 17:26
by Buff Skeleton
1) Should already be in place with the latest code
2) This works for EXUScriptedPawns that have the PlayerAlly tag, but I don't think it'll support other kinds of pawns
3) Can probably do this fairly easily