The way I handled this in the Source version was to increase the amount of points given based on certain actions.
If a kill was suppressed or assisted by another player, each received double points.
On a capture, every tick was given a multiplier based on how many players were on point, up to 100% bonus if at least 80% of the remaining living players were on point.
For demolition, all players received the same amount of points regardless of who blew it up.
I wasn't able to account for things like overwatch and defense, because I sort of gave up on the mod given that player behavior was already baked from playing on non-modified servers. But I think that structuring point rewards to encourage team coordination is a good start, and focusing on that should give us some better incentives to make players want to work as a unit.
I think there are a few ways to make this better:
- Randomize points and switch between cache/capture each playthrough
- Increase number of bots, but have them spawn further back so that we can't just run into the points
- Instead of a 5 minute timer to cap point, have a 10 minute timer with bot waves spawned in every few minutes.
- Have bots set up actual defenses, where one machinegunner will lock down a lane with riflemen covering his flanks. Right now, they all just stand up and run around like idiots until they get an instant headshot on me.
- Allow players to go back to last objective/spawn to be able to respawn dead teammates. Only allow once per objective, and call in extra enemy reinforcements to create a penalty for needing the respawn.
The new Steam UI is different, now you need to open the Friends List, click the gear, and select Notifications. This lets you turn them off altogether, the position seems to be in the old location still.
In the old game, bots would see through brush entities, maybe something similar is happening here. But I get it from the technical and it's insane, I'll run 20 feet inside a building and have the wall exploding right next to me the entire time. Through wall tracking needs to be replaced with a less obnoxious wallbanging.
nope, it's pretty good actually
It's how the A10 operates. It starts around 25,000 feet, then aims downward almost vertically to target, fires a burst, and then pulls up again. It's made to mitigate exposure to ground fire, and minimize loss of ground speed when firing (the gun will actually slow the aircraft significantly in level flight).
Or, do like Local Play, and give players an extra respawn point every time they get an objective. Have it on a long timer, or have it so that if a player goes back to last point it triggers a wave. There are a couple points that are incredibly hard, but most are doable.
This happens. Just happened to me actually, I saw the bot pop into existence and instantly headshot me... from behind our spawn
Really think the recoil needs to be toned down, it's almost unrealistically high. I think source had very well balanced recoil, that would be much better than what we have now.
I don't know if Unreal will allow it but instant or very fast ADS would be a welcome change and reduced weapon sway would be nice.
Reload speeds are very slow, another case where I think source works better, the reload time there was much better.
Agree with most of what you said, except these three.
I think that these changes could be done in an arcade mode, but the current mechanics you reference are generally more "realistic" than Ins 2014. But, do those changes make the game better, that's up for discussion.
I think that for competitive, these might work, but it would break up tactical teamplay even more in coop and versus.