PyroTeknik
08-01-2004, 04:36 AM
I'm too lazy to make one thread for each.
Besides, they're not that important.
Anyways, I thought the mortar radius was a tad bit large (and I'm a mortar whore :o) when I was playing so I decided to run some tests.
I got screenies and everything but they're all 400kb and serverseed lowered the limit to 200kb, so screw it.
What I did:
Loaded up Winterlake on Imperial side, and tested the mortar's radius by firing them at the forcefield from the hall (they don't bounce off forcefields, they fall straight down).
What I noticed:
When you enter the room, there's a line on the floor that marks the doorway. A few steps back I was taking damage, albeit minimal (4 hp).
With the henry's right foot on the line, I was taking more damage (16)
With the back foot touching the line (about 2 steps forward basically) I was taking 38 damage.
In the middle of the room, I took 85 damage (out of the 100 that a head on mortar does).
Check it out for yourself, and you'll notice that the mortar begins damaging you from a lot further than you'd expect (the explosion is huge, but the radius is actually a fair bit larger than the explosion). I think it needs to be scaled back a couple of meters so that we can at least match it up with the explosion itself. I often find myself being damaged by mortars that looked well out of range, and this little test just showed me how far mortars reach.
If you take into account the fact that the blast radius is a sphere, the splash damage area is huge.
Anyhow, on to Ctrl+k.
I don't like the new "respawn" key.
It doesn't actually kill you, it pops up a menu. Now, for some reason I seem to be the only one having this problem, but most of the time when I press and I don't hold or hammer the key like a madman the spawn menu pops up for a second and then disappears again. I usually have to press 4-5 times for it to finally stay on screen.
I'd rather have a bind that just kills me and then I can respawn just fine :-|
(Is there a console command to bind a key like this?)
Besides, they're not that important.
Anyways, I thought the mortar radius was a tad bit large (and I'm a mortar whore :o) when I was playing so I decided to run some tests.
I got screenies and everything but they're all 400kb and serverseed lowered the limit to 200kb, so screw it.
What I did:
Loaded up Winterlake on Imperial side, and tested the mortar's radius by firing them at the forcefield from the hall (they don't bounce off forcefields, they fall straight down).
What I noticed:
When you enter the room, there's a line on the floor that marks the doorway. A few steps back I was taking damage, albeit minimal (4 hp).
With the henry's right foot on the line, I was taking more damage (16)
With the back foot touching the line (about 2 steps forward basically) I was taking 38 damage.
In the middle of the room, I took 85 damage (out of the 100 that a head on mortar does).
Check it out for yourself, and you'll notice that the mortar begins damaging you from a lot further than you'd expect (the explosion is huge, but the radius is actually a fair bit larger than the explosion). I think it needs to be scaled back a couple of meters so that we can at least match it up with the explosion itself. I often find myself being damaged by mortars that looked well out of range, and this little test just showed me how far mortars reach.
If you take into account the fact that the blast radius is a sphere, the splash damage area is huge.
Anyhow, on to Ctrl+k.
I don't like the new "respawn" key.
It doesn't actually kill you, it pops up a menu. Now, for some reason I seem to be the only one having this problem, but most of the time when I press and I don't hold or hammer the key like a madman the spawn menu pops up for a second and then disappears again. I usually have to press 4-5 times for it to finally stay on screen.
I'd rather have a bind that just kills me and then I can respawn just fine :-|
(Is there a console command to bind a key like this?)