YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

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pooty
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

I am going to set it to 120. This also should discourage the campers as its longer between spawns.
FuriousRabbit
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by FuriousRabbit »

I agree with 120, this should be a comeback weapon more than a gameplay one. I think it would be fun to have it on Nevermore (either version), as a means of quickly building a corner node which then *can* flip the map. The would put the dominate team more on their toes instead of sitting back and camping with ions, levis, etc.

It would be even more interesting if it was only available to a defending team... so it couldn't be use to quickly mount a core attack.
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Anonymous.
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by Anonymous. »

When the link nuke is denied, it still explodes and kills anything in the vicinity. Could this be changed to act more like a normal redeemer if it's going to also do damage to enemies?
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captainsnarf
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

Sure I can change it. I see when the redeemer is denied it still explodes but the damage radius is 1/10 of the normal radius. The link nuke still does the full radius. I will be busy this week so it might take a little while before I can get to it.
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captainsnarf
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version! Download here CSLinkNuke_2.2.zip

Changes
- Fix denied still causing damage

This is on the server.
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