Hello!

We have updated Cobalt to v124! This time we have focused on bugs, tweaks and some content. The biggest and most interesting change has to do with bullet time. Here is why:

The Problem

As you may know, bullet time is a big part of Cobalt. Lately I’ve been feeling that the combat in Cobalt has started to get a slightly too focused on timing defensive moves, while offensive moves are executed haphazardly or without much effect on the end result. Because of this, I’ve been looking for a long time to a way to put timing back into attacks.

Inspiration

The idea to adjust bullet time came from being inspired by the difference between the first rounds of Team-Strike where there were no reaction enhancer, and the later round when there were. I really liked that you in the beginning had to keep an eye on your enemies to see what they were doing, not just stare at your own character and react to threats. These first rounds would be quicker, and more about doing precise timed attacks when the enemy didn’t expect them. The later rounds would be more about reacting to situations and executing well timed defensive moves. However, i did not like the inconsistency. It was hard to explain and it also felt like a contrived way to cater to both playing styles.

The Solution

I decided to change how the reaction enhancer is activated. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maximum slowdown for a threat was also increased. This changed a number of things:

Bullet time is more predictable and smoother and easier to time correctly and adapt to.

It also means that being cool and timing accurate shots against your opponents is more effective than before.

It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.

It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.

It also means that you don’t get trapped in bullet time as easy by single or few bullets.

It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.

Let me know what you think!

/thewreck

In other news!

The community map making is really starting to gain some momentum again! In a future update we want to include more maps made from the community but we have not figured out how to do that from a “legal” standpoint yet. In the meantime, head over to http://cobaltvault.no/ and start downloading all the goodies!

Personally I can especially recommend trying out Janeators Challenge Week (Map Pack) v1.0! Good stuff!! (follow for updates)

/kinten

Hit to jump to read the full log.

Change Log

Alterations:

Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased. This means that bullet time is more predictable and smooth and easier to time correctly and adapt to. It also means that being cool and timing accurate shots against your opponents is more effective than before. It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate. It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early. It also means that you don’t get trapped in bullet time as easy by single or few bullets. It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay. New Team-Strike Map: Trunkopolis Bullet time vs bullets now only activated if they are heading towards you, not away from you. Railguns have been made more expensive. Made bot colors more uniform Made team mask colors more aggressive. Slight tweak to throwing power and effect of fast tap. Flashbang eye blinding glow now takes color from eyes to easier identify team Team settings in actors spawners moved to an owner setting. Variate in editor when selecting 1 tile only randomizes between other variations Editing team ownership in editor moved to Owner Mode. Reaction enhancer/ bullet time stat added to bars in actor selection Increased bullet time effect of melee combat. Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time. Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground. Scoping crosshair and laser rays are now colored according to team Scoping crosshair and logic adjusted. Bullet time options have been simplified. Added hud icons to help locate plug Optimizations

Bullet Time logic has been changed . Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased. This means that bullet time is more predictable and smoother and easier to time correctly and adapt to. It also means that being cool and timing accurate shots against your opponents is more effective than before. It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate. It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early. It also means that you don’t get trapped in bullet time as easy by single or few bullets. It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.

. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased. New Team-Strike Map: Trunkopolis

New Deathmatch Map: Night Temple

Lower classes in Team-Strike now also have reaction enhancers to keep things more consistent.

All metalface full pieces add to the reaction enhancer potency, with the chrono suit adding the most. This means bare metalfaces have less reaction enhancing.

Bullet time vs bullets now only activated if they are heading towards you, not away from you.

Railguns have been made more expensive.

Made bot colors more uniform

Made team mask colors more aggressive.

Slight tweak to throwing power and effect of fast tap.

Flashbang eye blinding glow now takes color from eyes to easier identify team

Team settings in actors spawners moved to an owner setting.

Variate in editor when selecting 1 tile only randomizes between other variations

Editing team ownership in editor moved to Owner Mode.

Reaction enhancer/ bullet time stat added to bars in actor selection

Increased bullet time effect of melee combat.

Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.

Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.

Scoping crosshair and laser rays are now colored according to team

Scoping crosshair and logic adjusted.

Bullet time options have been simplified.

Added hud icons to help locate plug

Optimizations

Bug-Fixes: