Gruntr

Gruntr



15 Jan

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Alright guys pack it up, he's the god of Ron now

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Originally posted by alex_fist

Oh yes heat it up and shoot it into my f**king veins

Good lord

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Originally posted by muchvape2000

Congratulations you've created a community and its out of your hands now.

Just the way I like it


14 Jan

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Originally posted by Stibawub

Tbh I’d say keep the rack loading as an option or attachment for rule of cool purposes. It’s a slow game with plenty of time to reload and this is way too cool and unique to pass up.

I and many players like weapons that are cool but less powerful, that’s why we use the Revolver, UMP, and other slower weapons that lack attachments and are objective downgrades, they are so cool!

Alternatively you could have the rack loading mechanism for a super shorty shotgun secondary, which would be balanced as a shotgun secondary would be powerful and unique but should have a long reload downside.

We're considering its use as an attachment, specifically for reloading from near-empty so you can immediately get the shotgun back into action. Same with a saddle for breech-loading.

But for now it's just cosmetic until anything like that gets a decent rework, since the implementation replaces the existing reloads all together (originally it was the ONLY way to reload, then you'd rip off the velcro holding the shell rack and replace it with a fresh one).

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Oh no

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Before anyone asks, the rack wont be able to be reloaded from (yet). We have the logic in game for it to work but man did it make reloads slow at the expense of being cool. We're thinking of better ways to make that work, like quad loading or something similar.

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This is killer. Just FYI once full mod support exists youll be able to change voice lines to new characters, so while they replace stuff now I'm sure in the future you'll be able to add them stand-alone and let players enjoy them alongside our own lines. :)

So good. Love the LSPD line too.

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This will be coming in the eventual UI loadout update. At first it'll just be JHP, FMJ. :)


13 Jan

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870 for that sweet sweet magcheck CHK CHK

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Originally posted by Rainyrain90

Takes too long to go off in my experience and hostages are instantly killed. I propably replayed the gas station like 100 times at this point. But if its for gameplay reasons then why make it so that a door kick alerts the whole map you know. It also doesnt make much sense that ai shots wont trigger ai to kill hostages , even if you get shot at you can still taze the guy silently after as long as your team doesnt fire a single shot.

Yeah hostage rescue in the current build thats public is really, really, really tough. Hopefully this next patch is gonna make it a lot of fun though!

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Originally posted by NegligentWarreN19

So whats going on here? What is this referencing? I have so many questions

You'll find out.. ;)

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Was he behind the door possibly? I haven't seen any instances of this happening. What are your specs?

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Originally posted by Cleebo8

The reason doors don’t swing one way is because it’s a nightmare to code the pathfinding around. A lot of people ask for it, but honestly they swung both ways in SWAT 4 and it never seemed to both me.

Bingo. It's a major pain in the ass.

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Originally posted by pm_me_your_dodo

"tweaked reaction speed" does this mean suspects wont start shooting the very millisecond a single pixel of you is in their line of fire?

Yup!

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Originally posted by FORCExRECON

Can we see our torso though or just legs when you look down? If I can look down and see my vest and everything, I will open mouth kiss the devs.

Won't be able to right now but i would love for that to exist in the future. Can we settle for a light forehead smooch instead?

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Originally posted by manboysteve

I really hope they also remove the mandatory 20 seconds of waiting time before a mission. It is especially bothersome in singleplayer! As well as in missions that lend themselves to frequent restarts (Hostage, Active Shooter).

Pls Void!

It's unfortunately required right now to allow the game to perform setup in the background. But we're working on improving it, hopefully gonna knock it down to ten seconds soon enough.


12 Jan

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Originally posted by Stibawub

Hey I just wanted to ask, do y’all have any plans to add steam workshop? I think community made maps and other content would add a ludicrous amount of replayability, just as it has for many similar games, and it could take the pressure of map making off of y’all as you could officially add the really good community maps like they do in killing floor 2.

It's my number 1 ambition for RoN outside of the gameplay.

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Phasmophobia collaboration when


10 Jan

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Originally posted by Tulired

Perfectionism is a blessing and a curse. It makes sometimes better outcome to just settle on good enough. In VOIDs case i have no idea of the reason, but i hope it's just not perfection seeking, which is probably not the case solely.

There was this scultor and painter in my country, highly renowned, that destroyed all his work if someone didn't come and take them away in time as he was so perfectionist, so he started to destroy them in couple days time of making them.

Problem was due to AI navigation and the requirement for these animations to drive the movement speed and location separately. As such you'd have AI walking into walls and off the navmesh, or running too fast/slow which meant we couldn't calculate the final location accurately. So it was too expensive to run with lots of AI, it needed a lot more data, was harder to achieve realistic navigation, and it was less precise. When we went back to a legacy system it became easy to work on the gameplay loop, because we weren't battling our anim system at the same time. :)

It works and would still work for a player using a controller in third person. But that's just not our game unfortunately.