*sigh* I'm kind of tired of this...
First...
Cvar List
charge_turbo_hold_time - Default Value:
0.45
Time that you have to hold onto the turbo button for charged turbo to "kick" on.
charge_turbo_time - Default Value:
5.0
Time it takes to charge charged turbo to 100%
charge_turbo_use_time - Default Value:
16.0
Time it takes charged turbo to 'burn down' once PL starts decreasing.
charge_turbo_multi_top - Default Value:
1.75
Amount 100% charged turbo multiplies your powerlevel by. As reference, regular turbo multiplies your pl by 1.25.
charge_turbo_cap_time - Default Value:
3.5
Once let go of turbo and stop charging up the charged turbo, your pl will stay capped out for this time before it starts draining.
charge_turbo_hold_dir_time - Default Value:
1.1
Time before swoop auto launches when you hold onto a directional button while in charged turbo.
max_swoop_time - Default Value:
2.85
Maximum amount of time swoop takes
swoop_chain_delay - Default Value:
0.25
Delay between chain swoops
init_swoop_ki - Default Value:
25
How much KI it takes to start a swoop
chain_swoop_ki - Default Value:
10
How much KI it takes to do a chain swoop. Note, this amount is multiplied by the total amount of chain swoops you've done in that 'swooping session'. For example, when you first swoop, you'll only use 25 ki (above). When you chain swoop that, you'll be fined (25 + 10*1). On the second chain swoop, you'll be fined (25 + 10*2), and it increases that way each time.
max_dash_time - Default Value:
1.0
Dash equivalent of max_swoop_time
dash_chain_delay - Default Value:
0.25
Dash equivalent of swoop_chain_delay
init_dash_ki - Default Value:
15
Dash equivalent of init_swoop_ki
chain_dash_ki - Default Value:
45
Dash equivalent of chain_swoop_ki
ki_cost_pause - Default Value:
20
Taken each time you 'pause' mid-swoop/mid-dash.
swoop_speed_start - Default Value:
800.0
The speed at which swoop starts moving at
swoop_speed_end - Default Value:
1100.0
The speed at which swoop caps off at (when you swoop for the full distance, you'll be going this speed at the end of the swoop).
dash_speed_start - Default Value:
1300.0
Same thing as swoop_speed_start, but for dash.
dash_speed_end - Default Value:
800.0
Same thing as swoop_speed_end, but for dash.
__________________________________________
KI Cost below. Keep note, the KI pool totals out at 1,000. For the 5 values below, this amount is taken every 0.2 seconds. So if the value is 10, 50 ki is drained per second. As reference, turbo takes 2 KI per update, and powerup increases 70 KI per update.
ki_cost_charged_turbo - Default Value:
10
KI cost to charge turbo
ki_cost_charged_turbo_hold - Default Value:
3
When you reach 100% charged turbo and continue to charge (pl stops increasing), this reduced amount is taken.
ki_cost_charged_turbo_dec - Default Value:
1
If you have an inflated PL from charged turbo, this amount will be taken until your pl is back to normal (goes back to turbo pl*1.25 normal, or you disable turbo and it goes back down to base pl).
ki_cost_swoop - Default Value:
12
KI taken during swoop
ki_cost_dash - Default Value:
8
KI taken during dash
Phob posted most of this list in the sticky, but he didn't post the cvars relating to KI cost. They're all in the current open beta, and you can easily change them.
Second, you don't like swoop? Don't ***** and moan about it:
http://forum.esforces.com/showthread.php?t=68050
Tell us how to make it better. Please don't give us 'I don't like the direction ESF is going in'. I thought I made it clear that we're open for suggestions, and the way swoop and dash is being handled
will be changed.
And like I've said before, the reason we changed swoop from 1.2 is because 1.3 melee is going to be much closer and personal. There is no reason to constantly swoop at the speed of 1.2, or even travel the same distance. As far as I'm concerned, you don't need to traverse an entire level with on a single tank of KI. If you need to travel across the level that badly, use charge turbo and that should get you pretty close. If you're fighting close distance, use dash. The problem with 1.0 to 1.2 swooping is that it really locked us in the simple melee combat. There's no possible way of building a more advanced melee system off of it. If you have a better idea, or think that this couldn't possibly work with the 20 someodd cvars I gave you, post something in the suggestions forum section.
Mountain Dewd said:
*edit* If this is the exact version the team was testing internally, how come some maps are missing, the ones that were in the uh, other version?
Because harsens missed some files while grabbing them from our internal sever. Notice that your character select vgui is very bare too; he missed all of the updated files for that as well. It will be in the next build.
Yeah, noob-friendly is bad.
*Points to 1.2.3*
Don't be sarcastic; if you have a problem with things being noob-friendly, please tell us. As far as I know, it's a good thing having a game that's accessible to hard-core and casual gamers alike.