Quote Originally Posted by xcloudx97 View Post
At certain parts of the the wall,You can't really throw a grenade over the wall.instead the grenade will land at the spot where you are standing at when you were throwing it.
That's actually intentional; I went around and added invisible NPCs on each wall to block them.
In early beta testing, people were spamming overwall projectiles, like grenades, launchers, slime, etc.
It was ruining the gunplay that I wanted to emphasize.

I think I'm going to remove those NPCs now that those trouble items are either nerfed or disabled inside the base.
(For example, launchers now have a longer RoF than they normally do, and grenades have a 20 second timer)

I'm also experimenting with the idea of disabling all guns from the base, and instead, having a gun that each player can customize themselves.
This way the "OP" guns won't be an issue.

Here's a video on that project, recorded tonight:


Quote Originally Posted by xcloudx97 View Post
Another issue will be the medkits,
So i've been staying at neo base for a while today,And i've realized that only enemies near the capture point will get cleared(die) when someone captures the flag.
Interesting, the medkits should have a block on them to where if somebody is dead, they cannot get one.
I'll have to check that out for myself; thanks again, man!