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Posted: Mon Aug 18, 2003 6:45 pm
by BobTheDog
Shadowstar wrote: I also think the damage of the shards should be scaled according to thier velocity. A slow moving shard would have almost no puncturing power, and would most likely be deflected by the player's armor. A fast moving shard would rip through the armor and cause a fair amount of damage. This also provides incentive for players using alt-fire to impact the blades at an angle which best promotes fragment velocity, thus increasing the overall damage potential of the shot. This encourages skill, and will seperate the newbies from the skilled players, as the skilled players would know what angles of impact work the best to achieve maximum shard effectiveness. Perhaps we could modify the blade's muzzle velocity by the player's velocity, allowing a player who's running to produce faster moving blades by running in the direction they are firing in. If you were moving away from your shot direction, the blade would be slower. Strafing might cause the blade to drift to a side slightly. Then again, this might be too much.

excellent idea, except for the n00bs.. why? because n00bs are used to non-floating dammage physics. SO, when you start 0wning the n00bs with your 1337 cutter skillz and they can't kill you with it they are gonna start going: "OMG!!! WTF HAXOR!!!" and instant ban from the server.

But I'd love to see physics like that... sorta like an advanced flak cannon :)

Posted: Mon Aug 18, 2003 9:58 pm
by Nemephosis
okay this board software seems to have really screwy ways of handling quotes within quotes so I'll put *** next to my comments :)
jb wrote:Hey Hemephosis!
Nemephosis wrote: 1. The crossbow does no more damage in the "charged windlass" mode than it does regular fire mode.
The arrows damage is based off speed. And arrows slow down during flight. The charging mode of the alt fire crossbow can fire the arrow up to x2 as fast (thus it should to x2 the damage). We can double check on that one...

***What it "should" do and what it "is" doing are two different things though :p

I tested it on a bot teammate (you can see their health.) Even point blank he took 45 from a fully charged arrow, and 45 from a regular primary arrow. Something's broke for sure.
2. The RPB bullets do about half the damage of regular bullets.
Almost correct. The RPB do a 45 on impact. And then create a small exposion during another 45 hp. THus the total damage is 90. However the momentum of the impact may push the player outside the radius so they only take the initial 45. We can look into that. Sorry.

***This must be the case, they are only taking 45. :)

Also it seems my gravbelt and my change-ammo-type buttons broke. hey do nothing now. I reassign the buttons and they still don't work.
Try doing this, remove the chaosUT.ini and ChaosUT.int files from your ut2k3/system dir. Use the ChaosUT.int from the zip. Did you check to see if the are in your user.ini file? They should show up like all other binds.

Thanks for the feedback!
From which zip? The first release or the 1.02 patch? I'm assuming you mean first release....

edit:
Insert=mutate UseBelt
End=changeammo

Those are the buttons I was using. The commands must be right, Chaos put them there when I bound the keys. They just aren't doing anything. I think this happened before the 1.02 patch too, so it wasn't that that broke it.