HvH Event Feedback/Ideas

Yeah, sadly this is a code issue. It would seem all shipside consoles can control all dropships in the game. So the Almayer consoles can control the UPP dropships and vice versa.

The auto-lockdown is due to the adhoc nature of the Dropship, I have to keep a eye on the Dropship to unlock it, but people can unlock it from the inside by interacting with the main console, which all UPP have access to. The issue is when someone launches it and then gets off so there is no one inside.

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Hey @steelpoint. Has anyone ever considered porting the Halo 13 HvH stuff? Like the space combat, deck boarding, all that shit. Or the aerial vehicles for ground combat. It’d be a huge undertaking but I’m slightly willing to do it. I just don’t know whether it fits in the HvH vision or not.

If you haven’t played Halo 13 w/ the space combat, I’ll post some videos. It’s actually fucking incredible. The way you can either blow a breach into the enemy mothership w/ long-range cannons and then fly your Pelican/Phantom directly into that breach — Or deploy dudes from your Pelican/Phantom directly onto the enemy mothership’s deck, and then they breach with C4/welders/etc. is super fucking cool

Halo 13’s mothership-to-mothership boarding & ground landings using actual real shuttles that you pilot instead of the same ancient tg/CM shuttlecode, would solve the above problem too.

The problem with Halo 13 and why it never had a solid gameplay loop is that it wanted the mothership-to-mothership & space battle stuff happening at the same time as the ground colony combat. We can avoid that

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Concepts like properly integrated Space battles or boarding actions would be a very interesting concept, but I am not sure how feasible it is code wise.

Dropships that worked far more like actual moveable entities (such as on TGMC or CorpMerc or that SS13 server that has flyable ships) would be a huge deal and a massively good thing not only for HVH but just CM-SS13 in general, but it would be a extremely hard and difficult code undertaking I imagine.

In terms of what the game mode/event needs, its really just down to further refinement of the mode, balancing, more items, further automation of the event to reduce the need for staff to be running it.

Really, I’d take whatever anyone wants to offer.


On another topic, I’ve written up a proper Wiki article for the game mode

https://cm-ss13.com/wiki/HVH:Union_of_Progressive_Peoples

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Next step of business is removing binoculars, I abused the shit out of it, and I imagine others abuse it as well.

I think we need to address specialists for the marines and maybe the UPP. Currently specs for the USCM are the same as they are for distress signal. However the direction this gamemode is going to is CQC urban combat. I think there’s a change needed there. For example UPP as far as I know get the scouts and a bunch of RPGs which I think fits the scenario better on the other hand USCM gets one RPG, a pyrotechnician which is more suited for pest control rather than HvH, a sniper that cannot use their scope and are just being annoying at close range dealing massive damage and taking down walls, a GL which is fitting to CQC and a scout also fitting for the scenario. I think the non fitting specs need to go and be replaced by more relevant ones. Like give USCM what you give to UPP and instead change the damage and ammo types. Introduce more explosive CQC weapons to specialists of the USCM especially.

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More req problem…the catwalk tiles can be moved for some reason.

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My main concerns playing as the UPP Mayjor/Podpolkovnik:

  • Marines immediately meta rushed our FOB for coords (during ceasefire):

    • Tried to OB us about 3 minutes in
    • Abused the coords when we were in a fob siege to disable our mortar and effectively destroy a hold.
  • Marines were ordered to abuse exploits/bugs by their XO, (I’m looking at you Cash Flores) by rollerbedding our dead away from recoverable positions.

  • Marines bricked our Morana DS twice, making deployment much harder because it had to be fixed by admins

  • The M0U53 is ungodly strong with its flechette, able to 1-tap UPP into pain-crit,

    • Probably just an issue with flechette in general.
  • UPP CIC constantly loses power if not babysat with free power cells.

  • USCM Specs like AMR and SADAR are genuinely unfun to fight against for obvious reasons.

  • UPP, if they don’t have them already, need equivalents to the M2C and M56D.

  • Imho, Sentry deployment times needs to be increased, to stop them being deployed near instantly around a corner, blue-fire/3-shot crit, then immediately taken back.

  • This is a big ask, but a dedicated or tweaked map is desperately needed to suit HvH instead of XvH

  • UPP shipside reactors need PowerNet fixed, which to be fair, SteelPoint already knows.

  • Either I’m blind or the UPP Tacmap doesn’t show their squads as different colors, this would be an excellent change.

  • UPP pouches such as the autoinjector pouch, dont spawn with anything inside, might want to check other pre-filled pouches for the same issue.

This is just what I’ve noticed, a lot of it comes down to issues HvH has always faced, but if this is to become a regular thing, they do need addressing beyond just threatening to ban someone. I like the concept of a game mode such as this and I think it’ll be great for breaking up the never-ending tide of XvH rounds.

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The power issue was present on the ship. It was fucking sit fuck in the reactor core.

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Didn’t Steelpoint said multiple times he want to change marine specs during HvH to tanky B18 machinegunners?

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no idea. I didn’t follow on that

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he considered it as an alternative, yeah.

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Here you go.

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Hi! I played as a Starshiy Leytenant Aleksander Ivanov of the UPP the most recent round and I have a few (mostly bugs/incredibly minor) issues!

  • Firstly, unlike with the USCM marines, the names on the health consoles are not colour coded by squad, and seemingly not even sorted by squad
  • Secondly - While the Rostovok CIC looks badass, the OW consoles not being next to eachother (like on the Almayer) caused me some issues when I needed to multi-task the squads.
  • Thirdly, we couldn’t seem to rotate the dropship remotely, we could only set it to go to the LZ. (Or maybe it was bricked by the Marines?)
  • Fourthly, it appears that the CIC doors dont have proper access set on them
  • fifth-ly, The powernet was bugged (?) and Steelpoint had to manually fix the CIC powercell.
  • Sixth-ly, The most popular squad appeared to be UPP Alpha, which made being assigned to watch UPP Delta slightly boring.
  • Seventh-ly, Lack of dedicated squad channels made communication to the squads a headache.
  • Eighth-ly, I believe the LZs are too close together.

I also GREATLY SUGGEST that until the rollerbedding bug is fixed, the fact it is disallowed should be included in the global OOC event message when you join the server, or announced in OOC before the combat starts.

I REALLY enjoy HvH, the CIC team was amazing and I did some fun RP. Keep running these events, they’re quite fun.
I also got to use an RPG, no complaints:)

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We’ve nerfed binocs so you can only see about two or three tiles ahead of you, still useful but not extreamly overpowered.

We have the idea to rework the USCM specialists, for the moment its to replace them with B18 armour and some normal gun. It’d be a future wishlist to improve both USCM and UPP specs for the game mode.

Yeah this is a weird one, it seems to affect even normal catwalks. I’ll investigate.

The marines getting meta coords of the FOB was unfortunate, in the future I hope we can implement some kind of anti-mortar protection for both faction FOBs. The XO ordering the marines to exploit a bug is sad but the rule to not user roller beds is easy to miss, I did countermand it as soon as I saw it however.

The UPP DS being bricked by the USCM was, again, unfortunate and a bug issue. I hope it will be fixed but I can’t put it on a time frame. I suspect what happened is that someone, likely a USCM pilot, set the UPP DS to autopilot which somehow broke the code.

MOU is being sent to the shadow realm

The powernet issues with the rostock is being investigated.

Lack of special UPP equipment is a long term issue, we’d need people to sprite and balance these concepts.

Basically, lots of stuff to figure out, but we’ll get there.

CIC consoles are kinda ad-hoc, we do need dedicated ones. Its a WIP. Placement of the OW consoles might be a issue but it’d need a rework of the CIC to fix it, maybe that can be done in the future.

The DS issues, as noted, were due to a bug.

For some reason, the UPP access is set to all access for everyone. a UPP private has the same access as a UPP Commander. Its something we need to address.

I suspect most people set themselves to join Alpha squad which is why they were overrepresented, interestingly this was the same for the USCM side.

Squad comms is a wishlist item.

We have a PR to remove rollerbed moving enemy bodies.

Thanks for the feedback.

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Played a UPP Medic during first drop and then a Foxtrot (UPP) Medic late. Just a few small things that I’ve already mentioned on the discord but fell like mentioning here so they don’t get lost.


Feedback on HvH UPP Medics:
Essential Equipment does not include bloodbags nor surgical kit
Only proper WeyVend Vendor is tucked in a corner in prep, not the end of the world but unideal for more than 4 medics (especially for an extra defib) and can’t be accessed by multiple people at the same time easily
Points for Medical Vendor and Weapon Vendor are linked unintentionally

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I just want to say, I genuinely do not like the move to on-screen only shooting.

Huge mistake, especially to be doing this from the start, sets the whole thing in the wrong direction

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I’ve made a change to the vendor to be more accessible, I’ll take a look at the medic essential equipment at some point. However, it does bear some consideration that since Internal Bleeding is disabled in HvH, the need for a surgical kit is diminished, but I’ll still seek to add it for the sake of completionism, and that it may prove useful should the UPP spawns ever be used for a regular Human vs Xeno round.

I’ve advocated for the changes that we’ve implemented to accuracy and I feel it is a major boon to the game mode. Whilst damage is still dealt beyond your screen, the amount of damage becomes more reduced as you move further off-screen.

The strength of this is that it encourages a form of gameplay I feel is more healthy for the game. Wherein you are encouraged to actually approach the enemy and engage in on-screen combat to secure kills, and that with AP ammo being very strong but only accurate in very close range, it gives further incentives to push in aggressively into CQC to secure faster kills.

Whereas the normal combat system encourages people to use binoculars to scout ahead before spending most of the round simply spamming gun-fire at targets that are off-screen, a style of gameplay I believe is not something we should aim for.

I do welcome discussions on alternative combat systems. But a lot of this is going to come down to someone willing to code a solution, and cuberound has stepped up to do just that.

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Huge L take.
How can you enjoy offscreen deadly bullets? After getting rid off darkness and scopes, this was a natural evolution.

Now other weapons have a chance to shine. With off-screen shooting left unchanged, you either take fast shooting weapon, or you are fucked. No point in taking flamer, no point in loading flechette, no point in loading slugs, no point for SMGs etc.
The change impacted gameplay so much that now MOU with flechettes became a problem.


One change I think that could be tucked to HvH (or in general) would be making slugs work like they did in the past. And by that I mean they stunned and pushed humans like they do T1 xenos, now they do not do it, which makes them pretty much useless for HvH, even with the off-screen nerfed.
This would atleast make them viable, where you are better in 1vs1 combat, but worse at group fights.

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It would be super interesting if it were made that rifles become inaccurate at close range (CQC) 1-3 tiles away while smgs/shotguns become very accurate and fill that gap. So someone with an smg could bumrush a guy with m41a and have a better chance and fill up those niche weapon types. Overall, I really like the reduced accuracy away from 7 tiles as before then most deaths occurred offscreen.

I still think binos should be removed, I don’t like how you can see a couple tiles then run in and prefire targets. Makes defending even harder.

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  • Imho, Sentry deployment times needs to be increased, to stop them being deployed near instantly around a corner, blue-fire/3-shot crit, then immediately taken back.

You made some very good points, I would go so far and say that sentries should be removed. The fact they absorb so many bullets and you can have a synth spam heal it is broken. The deployment times are also fast as you mentioned that you can use it offensively then take it back before it gets destroyed. Getting killed by a sentry is not fun at all. Especially if it’s the blueflame sentry.

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