|
|
TetraTimboman 06-04-2004, 03:31 AM Let’s say you got player A, player B and player C. Player A and B are both medium armors with Bucklers out. Player A is facing player B on a flat plane 200m apart.
___A______200m_______B___
Now, player C, who is a light armor, stands out right in front of player A.
___A_C_______________B___
Player C takes out a sniper rifle and fires directly at player B.
___A_C---->___________B___
Player C moves to the side of player A. Player B, by doing nothing except standing and not moving and continuing to look at player A, reflects the sniper shot with the buckler.
___A_____________<----B___
As soon as player A reflects the shot back at player B, player C moves in front of player A quickly and fires another one at player B. Player C knows the exact speed that the sniper shot travels at, and is times his shots accordingly.
___A_C--->>___________B___
After moving in and firing 10 times or so, player C has run out of ammo. Player A and B have not even moved their mice or walked an inch.
___A-->>>>>>>>>>_____B___
The power bouncing back and fourth between player A and B is enough to kill pretty much anything right now. Something that would get in the way of all of these shots would certainly be destroyed. Player A has had vast amounts of experience with the buckler, and expertly turns so that a target is on the edge of his or her screen and player B is on the opposite edge of his or her screen. Because it was timed just right, 10 sniper shots that were floating between player A and player B are now redirected at the target.
___A->>>>>>>>>>_____Target___
This would really only be possible if the Buckler has a realistic deflect -not a random one. It would also be performed with ease if the Buckler has its own flat hitbox. Whenever someone talks about the hit boxes for the new models, it's always circular this and correct round that. They are not just big rectangles with flat faces anymore –this makes the situation hard to perform if Buckler does not provide its own hit box for deflecting projectiles. Still, one of those faces that makes up player A's hitbox might be perfectly facing player B to allow this effect. Player C would just have to know where the spot is. As for the final aiming at the target to unleash all this stored power, just turn so that it's on the edge of the screen is on it. If T:V uses a 90 degree FOV, then player A would turn 45 degrees, and the fire will be redirected at the thing on the edge of the screen.
I am going to have so much fun at Beta of this game.
ZProtoss 06-04-2004, 03:37 AM This is cute and all, but honestly what's the point? First off, even if you could do this, killing players by just flat out sniping would be more effective. Second off, if you were going to kill a base asset, you could do way more damage *way* more quickly with just two heavies with mortars. :shrug: On a third note, not even counting everything else, the rifle is a near instant hit weapon, or extremely close. If you had the perfect reflection this plan calls for, the person shooting wouldn't have time to get out of the way.
Let’s say you got player A, player B and player C. Player A and B are both medium armors with Bucklers out. Player A is facing player B on a flat plane 200m apart.
___A______200m_______B___
Now, player C, who is a light armor, stands out right in front of player A.
___A_C_______________B___
Player C takes out a sniper rifle and fires directly at player B.
___A_C---->___________B___
Player C moves to the side of player A. Player B, by doing nothing except standing and not moving and continuing to look at player A, reflects the sniper shot with the buckler.
___A_____________<----B___
As soon as player A reflects the shot back at player B, player C moves in front of player A quickly and fires another one at player B. Player C knows the exact speed that the sniper shot travels at, and is times his shots accordingly.
___A_C--->>___________B___
After moving in and firing 10 times or so, player C has run out of ammo. Player A and B have not even moved their mice or walked an inch.
___A-->>>>>>>>>>_____B___
The power bouncing back and fourth between player A and B is enough to kill pretty much anything right now. Something that would get in the way of all of these shots would certainly be destroyed. Player A has had vast amounts of experience with the buckler, and expertly turns so that a target is on the edge of his or her screen and player B is on the opposite edge of his or her screen. Because it was timed just right, 10 sniper shots that were floating between player A and player B are now redirected at the target.
___A->>>>>>>>>>_____Target___
This would really only be possible if the Buckler has a realistic deflect -not a random one. It would also be performed with ease if the Buckler has its own flat hitbox. Whenever someone talks about the hit boxes for the new models, it's always circular this and correct round that. They are not just big rectangles with flat faces anymore –this makes the situation hard to perform if Buckler does not provide its own hit box for deflecting projectiles. Still, one of those faces that makes up player A's hitbox might be perfectly facing player B to allow this effect. Player C would just have to know where the spot is. As for the final aiming at the target to unleash all this stored power, just turn so that it's on the edge of the screen is on it. If T:V uses a 90 degree FOV, then player A would turn 45 degrees, and the fire will be redirected at the thing on the edge of the screen.
I am going to have so much fun at Beta of this game.
TetraTimboman 06-04-2004, 03:45 AM It's fun and my new stupid idea. No, I know that you cannot carry the buckler and the sniper rifle. I am sure that the disk has a finite range, the sniper rifle does not, but this could be performed with a few disks. I would say like the title of this thread, wall of death, the point would be to spam the flag constantly on some maps. Just have the flag between A and B.
Edit:
Light armors are going to be faster in T:V than they have ever been. I just made up 200m, because most of the maps are going to be small and the visibility may be low, but I can see this being done on a map similar to Flatland Big for T2 -it's a flat desert. Again, the "why" is because it would be fun, and impressive to pull off, just like killing a heavy armor with Energy Blade. Yes, quite pointlessly fun.
ZProtoss 06-04-2004, 03:53 AM That'd be a really bad use of D. Not only would they have to stay still to keep up the wall, but any random mortar/nade/whatever from the offense (or a capper), would move them out of the way pretty easily.
The only real use I'd see for this would be messing around. That is if it's even possible with any weapon in the first place. Actually come to think of it, it for sure wouldn't work with discs. Even if it reflected perfectly, the disk would explode after its set distance and probably damage one of the two players.
It's fun and my new stupid idea. No, I know that you cannot carry the buckler and the sniper rifle. I am sure that the disk has a finite range, the sniper rifle does not, but this could be performed with a few disks. I would say like the title of this thread, wall of death, the point would be to spam the flag constantly on some maps. Just have the flag between A and B.
Arcanox 06-04-2004, 05:40 AM Theres this awsome thing called a Grenade... maybe player C hasn't heard of it?
Minion^ 06-04-2004, 06:46 AM look, maybe it's not supposed to be a good "defence" Maybe it's jsut supposed to be funny? God use ur friggin imagination... :\
if you can fire a rifle that will not only bounce back of one buckler but off 2 for an indefinate amount of time, then hats off to you
Why not just jump over them?
Theta 06-04-2004, 08:12 AM GL trying to aim exactly at the center of the spherical hitbox.
Kingky 06-04-2004, 08:21 AM i was thinking closing regs...
Zoolooman 06-04-2004, 08:57 AM It'd be insanely difficult to maintain reflection for more than a few bounces. First, the orientation of both reflection surfaces would have to be perfect, and second the beam itself would have to be released orthogonally. Even the slightest variation and it will move out of the mirror's line of sight very shortly.
BlodBath-VuP- 06-04-2004, 11:46 AM and that's not taking into account that all projectiles would almost certainly have a maximum bounce count or lifetime to limit them hanging around for that long.
Shoddy 06-04-2004, 12:32 PM Interesting idea. I think the rifle round travels quite quickly, so I doubt it's possible for C to move out of and back into the projectile path unscathed without taking some sort of runup, which of course makes the chances of getting this to happen even more tiny. You could have C stand on A's head and get B to adjust the inclination of the buckler in the milliseconds between projectiles. ;)
You could probably set this up with bots though and just spawn the projectiles from thin air. Might get a purdy light show out of it, provided the shots aren't time limited as already noted.
BugsPray 06-04-2004, 05:42 PM Bloodbath, your presence is required in This Tread (http://www.tribalwar.com/forums/showthread.php?t=288216&page=1).
Thaumaturge 06-05-2004, 12:58 AM Even though it would never work, you could have your own laser trip wires to keep those baddies from coming in. he he he.
Nomble 06-05-2004, 11:46 PM Let’s say you got player A, player B and player C. Player A and B are both medium armors with Bucklers out. Player A is facing player B on a flat plane 200m apart.
___A______200m_______B___
Now, player C, who is a light armor, stands out right in front of player A.
___A_C_______________B___
Player C takes out a sniper rifle and fires directly at player B.
___A_C---->___________B___
Player C moves to the side of player A. Player B, by doing nothing except standing and not moving and continuing to look at player A, reflects the sniper shot with the buckler.
___A_____________<----B___
As soon as player A reflects the shot back at player B, player C moves in front of player A quickly and fires another one at player B. Player C knows the exact speed that the sniper shot travels at, and is times his shots accordingly.
___A_C--->>___________B___
After moving in and firing 10 times or so, player C has run out of ammo. Player A and B have not even moved their mice or walked an inch.
___A-->>>>>>>>>>_____B___
The power bouncing back and fourth between player A and B is enough to kill pretty much anything right now. Something that would get in the way of all of these shots would certainly be destroyed. Player A has had vast amounts of experience with the buckler, and expertly turns so that a target is on the edge of his or her screen and player B is on the opposite edge of his or her screen. Because it was timed just right, 10 sniper shots that were floating between player A and player B are now redirected at the target.
___A->>>>>>>>>>_____Target___
This would really only be possible if the Buckler has a realistic deflect -not a random one. It would also be performed with ease if the Buckler has its own flat hitbox. Whenever someone talks about the hit boxes for the new models, it's always circular this and correct round that. They are not just big rectangles with flat faces anymore –this makes the situation hard to perform if Buckler does not provide its own hit box for deflecting projectiles. Still, one of those faces that makes up player A's hitbox might be perfectly facing player B to allow this effect. Player C would just have to know where the spot is. As for the final aiming at the target to unleash all this stored power, just turn so that it's on the edge of the screen is on it. If T:V uses a 90 degree FOV, then player A would turn 45 degrees, and the fire will be redirected at the thing on the edge of the screen.
I am going to have so much fun at Beta of this game.Did you come up with this in your spare time?
TetraTimboman 06-06-2004, 06:14 AM Well, I sorta barrowed this from playing Super Smash Bros. for N64. Fox's down+B move is a deflector shield that makes all projectiles bounce off of him. If you have a
fox___________fox
have one shoot and the other shield
fox-->________(fox)
and then the one that shot first use the shield also, the shot just bounces back and forth.
(fox)______<--(fox)
The game was programmed so that Fox's shield would break after a few bounces, and there would be no way to bounce fire endlessly. I thought that there may not be a limit like this with the buckler and sniper rifle in T:V and if not then I doubt it will be in place before the beta.
It is really imposible to come up with a completely new random idea.
plainoler 06-07-2004, 07:01 PM if player A walks toward player B while the bullets are bouncing...
The shield might bob then.
FishStix 06-08-2004, 01:03 AM A) sniper rifle is instant, yes?
B) would be sooo fugging hard to possition perfectly
C) tribes is a 3d game, you dont need to walk on the ground all the time
|
|