:: Feedback on Pro.cfg ::
:: Feedback on Pro.cfg v.324 ::
:: Release Candidate #1 ::
GENERAL INFORMATIONS
Author : Dissonance from Brain Eaters.
Current version : v.324
This configuration aims at reintroducing the health and armor pick-up as an important point of the gameplay, all with carefully balanced weapons in a spamless environment and a tested effective system.
:: Main points ::
Switch time is 180
Hitbox reduced to 80%
Base health is 100
Items (armors and health) available
Infinite ammos and all weapons on spawn
Powerups : Quad, Battlesuit, Regeneration and Haste
Multijumps are 4
Unlagged is ON
Physics is Pro-Mode alike
Balanced weapons
Armor system is Quake 1 / CPMA system
Greetings my fellows,
This post is intended to share my lastest works on the Pro.cfg and to collect feedbacks and ideas. Please keep in mind that this configuration has an unique goal which is to harden the gameplay and, in this way, aims for a more professionnal aspect.
The download link can be found in signature or directly access the download page by clicking here : http://forums.excessiveplus.net/download.php?id=9679
The configuration can be tested online at the BE 1vs1 server : http://www.excessiveplus.net/query/64.94.238.221:27960 (Callvote the configuration)
multijumps = pro?
pros shouldnt use fart power to multijump. make it harder by taking that away.
i might check it out.
Disso what a great idea. I support you man.
If you want i can try to set a 1vs1 server from HK to put the test cfg and see how it does while its progressing what you say?
Anything else pm or msn me. great idea.. ammo pickup and health caring is what a pro cares most.
Spawn protection? Oo
No thanx.
& "they all coming almost to same thing"
Ah good then. Will give it a look
using negative switch time (i think) for cpm switch will allow you to do 'technical movement' using nade or lg first... thus making it harder to perfect the movement. making it pro... (unless you mean the dm17 tactic of jumping off the edge and back again... but you should be punished for standing so close to the edge!) but if you want to keep in the easier choice of multijump (especially the amount of them), it's up to you.
if you have a hard limit of 200 health, why such high damage for certain weapons (gaunt)?
and why is direct hit of nade dmg lower than splash (same question with rockets and bfg) did you switch them around by accident?
i havent tried it yet, just looked at the config
. maybe we can set up a 1vs1 server on europe for the test of this cfg. i will talk to casa asap
Thanks for your comment. Excessiveplus allows technical movements and multijumps is sometimes the key achieve such jumps. The harder aspect reside, in my opinion, more on the speed they will be done. I don't want Pro.cfg to disorient the common plus.cfg players. The configuration is more axed on the weapons and the health system (just like it is said in the description).
:: eXcessiveplus america ::