Well... I suppose an overview with all these new replies is in order
SB on Assaults again: I suppose I could limit it to the first two modes and give it 5-10 ammo or something... I'll have to think on it
Weapon limit: I haven't "hit" the limit, but T2 base has an issue with showing icons and ammo for >32 weapons, unless a clientside modification is done to allow viewing more than that... there are three ways I could approach this:
1: Release the partially done MD Client, and something to update the client so new changes can be rolled out
2: Reorder weapons, combine more of them into weapon modes on other weapons or make them into pack weapons
3: Just make new weapons and put less common weapons outside of the allowed 32 limit, or figure out some way to bypass this limitation
State of Assault in general: While I am thinking about the final touch to Battle Angels (2 new BA-exclusive pack weapons, the medium armor block is my next target for balancing actually... I think I have let Assault and Engineer get sort of out of hand in their roles. I wanted to make Engineer more combat viable, but it's main purpose remains building structures and keeping the base up and repaired, not going out on offenses... as always though, I don't want to limit the armor from going on the offensive either. What I may do is just switch their ammo counts, and possibly weapon slot count. Their CSL could be improved some I suppose... it was actually supposed to explode if you took too much damage from it, but somewhere along the line it stopped doing that... so it's the way it is now. Also, Assault CSL should not be using energy on it's own, if it is I'll have to fix that.
PBW: It's listed in the Armor Modules thread under Kinetic damage. There are 6 different types:
soloservers.proboards.com/index.cgi?board=md2&action=display&thread=22Explosive: Disc, Grenade, Mortar, Missiles, AutoCannon-HE, Reaver, Gauss, Bombs, Mitzi Annihilator
Energy: Blaster, Protron, Phaser, Energy Rifle, Comet Cannon, AA, KM Blaster, ELF, Laser, Energy Projector Cannon, Shocklance
Kinetic: AutoCannon-AP, Chaingun, Mech Minigun, PBW, Sniper bullets
Plasma: Plasma Rifle, Plasma Cannon, Plasma Turret, RAXX, Burning
Mitzi: Mitzi Blast Cannon (all modes except Annihilator)
Misc: Falling damage, impact damage, poison, etc
It does use Kinetic though, and the backend has been rewired in v1946 to reflect the damagetype groupings, hence why reaver shots sometimes gib lights and any plasma causes a player burn on death. The fact that weapons do a particular damage from this point on will be for their individual death messages unless I rewrite that system too.
Armor Modules: The light had Reactive armor plating, and I forgot to give Assault the Polarized armor mod actually. Not like it would do much outside of making any assault Iron Man. I know Assault is missing something, but I'm not exactly sure what myself.
Score HUD other uses: I've known about, and been working on the new vehicle module system to replace the Score HUD since I thought no one used it. In reading this however, someone may want to see their score this way, and an ingame wiki may just have to be what has to happen, so I will be making it a multi-menu. It will contain 4 things:
Score
Reference Manual, or Mod Help
Vehicle Configuration
Pulsar Admin CP (new Admin controls)
Blastechs: Blastech under these new damage rules will be invulnerable (somewhat) to Explosive and Kinetic damage types overall. The interesting part is that impacts and falling will also factor into the "Blastech Protection" energy pool along with Explosives (starting next version) as I convert more of the backend to work with these simplified rules.
Ammo Pack Inventory function: I wasn't aware this happened, I'll look this over then, since it basically is a small inventory in a pack.
Grenades: They should all be the same range last I checked... may be a bit larger or smaller, don't really know.
As far as new BA Cannon weaponry... I am debating these:
SRM4: Same as Mech version, Low damage but with Missile Launcher they will seek on a locked target or built in Laser if the Missile Launcher is set to that mode, uses ammo.
Shock Blaster: Slow moving ball of Energy that shocklances nearby players, turrets, and vehicles - similar to StarHammer but uses energy.
Engineer: I am thinking of adding more turret barrels... most likely to the Clamp/Spike turrets but more base turrets could be fun as well.