Bad, Bad Bombs...

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Remus
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Joined: 08 Oct 2009, 12:45

Re: Bad, Bad Bombs...

Post by Remus »

Josh,

IMHO, the machine guns are for noobs and the rockets are for PRO players.
Simply because any moron can kill someone using 50 bullets, but only a very good player can kill someone with 2 rockets.
And keep in mind: the Damage Mod does not apply to rockets! :wink:
In fact the problem here is another one: too much ammo!
All the noobs love that.
And because of the Mods, the top players have a huge amount of ammo.
On the other hand, if they kill themselves (with a rocket), the penalty is -1 frags for that player.
A double penalty (in case of Team modes) is not a good idea.
I have to study this subject.
And I'm waiting for more opinions.
:cheers:
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Milan
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Re: Bad, Bad Bombs...

Post by Milan »

I have a suggestion for you,

Why not testing all that comes to mind, not exactly everything, but a better idea, for example, that if you kill teammates that opposing team gets a frag or if you get suicide also opposing team gets a frag. Because in football you give auto goal point goes the opposite team ...

Create a new update to test that and see how people will react to it.
To be honest, we are all cheating sometimes, who says he did not know that he lying, I'm committing suicide several times when I see that I have low health and the result is almost the same and at the end, all they did do that, or killing teammates, In old SMC camp, I killed my teammates, but when they told me to stop doing that I stopped, but now happen to accidentally kill a teammate ...

If you had a lot of appeal to the new update then return it to the old ... But I think that nobody will...

You don't have nothing to lose if you test it... :biggthumbsup:
Milan
One, two, Freddy's coming for you.
Three, four, better lock your door.
Five, six, grab your crucifix.
Seven, eight, gonna stay up late.
Nine, ten, never sleep again..
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Milan wrote:but a better idea, for example, that if you kill teammates that opposing team gets a frag or if you get suicide also opposing team gets a frag.
Milan,
We had this discussion before.
It's not possible because a team is not an entity.
Someone must be credited with 1 frag in order to raise his team score with 1 frag.

Josh,
If you use rockets and the enemy is getting close to you, obviously you'll get damage and you might die because of the rocket.
Very difficult to find the best approach ... :?
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Because I have to change the network protocol again (to prepare CTF and to improve the watchdog),
the teams can become entities.
Here is what you can get in the next update:
- if you kill yourself with a rocket in Free For All, you lose a frag (nothing changed).
- if you kill yourself with a rocket in any Team mode, you don't lose any frag.
But the opposite team is credited with 1 frag.

Do you like this approach?
:pompom:
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Milan
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Re: Bad, Bad Bombs...

Post by Milan »

I like that.... good...

Does that count only for killing yourself with rocket or also for suicide like jumping from bulding :?:
Milan
One, two, Freddy's coming for you.
Three, four, better lock your door.
Five, six, grab your crucifix.
Seven, eight, gonna stay up late.
Nine, ten, never sleep again..
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simplysheikh
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Re: Bad, Bad Bombs...

Post by simplysheikh »

Milan wrote:I like that.... good...

Does that count only for killing yourself with rocket or also for suicide like jumping from bulding :?:
I think it condition we can apply on both situations it will be better :biggthumbsup:
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Milan wrote:I like that.... good...

Does that count only for killing yourself with rocket or also for suicide like jumping from bulding :?:
The penalty for suicide is -1 frags (in any multiplayer mode).
Jumping from bulding is possible only in the SMC map.
Besides that, to credit the opposite team for suicide (because of jumping) does not make sense.

In any case, see beta 1.32.
:pompom:
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Timberwolf wrote:Look, if you guys consider it "intelligent" play to stand in the middle of the Egypt map and fire a bomb in every direction that you don't see a green dot, then that's fine.
Not very smart, I have to admit, but yes, that's strategy.
But Josh,
What the hell do you want from me?
Do you want me to remove RPG-7?
Do you want invisible shield against rockets?
Do you want 200 health units?

This is "Free Teams" ... the chance to play with bombers and boomers.
:mrgreen:
That's why we need as many ACTIVE registered teams as possible.
For REAL team play (Team Deathmatch, Capture The Flag and Domination).
:wink:
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Milan
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Re: Bad, Bad Bombs...

Post by Milan »

I know that you talking about me, Timber.
At first I was very confused in the new map, but now i know new map really good as other maps, I also know that where are the most common places of "alive".
I have always asked how Carla killing me when I revive near table in the SMC camp, near old tank place when she do not see me, and then I find out where are the most common place in SMC so now i use that tactics...

And when you revive i can hear you, and i know are "revive player" near or far from me, if he is near, on radar I saw is that revive my teammate or not, if it is not than i can assumed from where you will come...

In the new map I am getting much better than in the others maps... :baby:
:love:
Milan
One, two, Freddy's coming for you.
Three, four, better lock your door.
Five, six, grab your crucifix.
Seven, eight, gonna stay up late.
Nine, ten, never sleep again..
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Scrappitt
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Re: Bad, Bad Bombs...

Post by Scrappitt »

I agree Timber, the rockets do give too large a span of kill zone in the 'close' camps. (SMC should be treated differently)
Another alternative might be to reduce the amount of rockets that you get at the start of team games, thus keeping them for special occasions. :biggthumbsup:

:shock:
Scrap


Officially Retired!
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Timberwolf wrote:Well, what the "hell" I want is not for you to get your panties in a bunch over my continuation of a topic that wasn't necessarily closed.
That's a good start.
If you don't like "hell", you'll get a WTF.
(Necromanthus got banned for bad attitude).

Timberwolf wrote:Bombs do too much damage I think.
The rockets do the right damage.
Everything is calculated.
You need 2 pistol, shotgun, sniper headshots or 2 bombs to kill someone.
Subject closed.

Scrappitt wrote:I agree Timber, the rockets do give too large a span of kill zone in the 'close' camps. (SMC should be treated differently)
Variable collateral damage function of the map is something unrealistic and a bad idea anyway.
A rocket (bomb) is not a bullet. :mrgreen:
The PRO bombers know exactly the max damage and the area of collateral damage.

Scrappitt wrote:Another alternative might be to reduce the amount of rockets
Yes, as I said from beginning, this is the real problem: too much ammo!
So the only way to go is to reduce the amount of rockets.
Or to pay points to get rockets!
They must become something "valuable".

see you in hell.
sayonara
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Timberwolf wrote:So if I shoot my pistol up against the wall, or shotgun or the ground, or sniper into an enclosed space, it should only take two bullets to get the job done! :biggthumbsup:

Subject closed!
Bombs and rockets involve collateral damage, young fellow.
Occlusions are not possible in Shockwave 3D.

see you in hell.
hasta la vista
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Dorsai
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Re: Bad, Bad Bombs...

Post by Dorsai »

Easy fix to RPG range:

Decrease the range of the RPG or increase the range of the sniper rifle.

After all, the record long distance sniper kill is by U. S. Marine Corporal Rob Furlong with a shot of 2,430 meters (2,657 yd / 1.509 mi) from a McMillan TAC-50 Long-Range Sniper Weapon.

No RPG has that range.
No guns, no peace.
Know guns, know peace.
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Dorsai wrote:Easy fix to RPG range:

Decrease the range of the RPG or increase the range of the sniper rifle.
Dorsai,

I know you are a fan of open fields (SMC) and sniper rifles,
but here we are talking about bombs (rockets), collateral damage and its radius.
:mrgreen:
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Dorsai
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Re: Bad, Bad Bombs...

Post by Dorsai »

OK. Just thought I would put in my .02 worth.
No guns, no peace.
Know guns, know peace.
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Timberwolf wrote:Bombs do too much damage I think. If they didn't do so much, then people firing the bombs would have to get better aim with them.
Joao Hernandez,

As I stated before, the max. damage is the right one and I don't want to reduce it.
All I can do to make you happy is to reduce the radius of collateral damage.
The current one is about 6 times your height (from that distance you start to get damage).
Now it's your turn: try to enlighten me.
:twisted:
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Dorsai
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Re: Bad, Bad Bombs...

Post by Dorsai »

As Timberwolf has said, "The collateral kill range is fine" for the RPG. I presume he meant kill-radius and not range.

The collateral kill-radius of the RPG that is not the problem, it's the range of the RPG bomb/grenade. An RPG-7 has an effective range of 300 meters against moving targets and an effective range of 500 meters against stationary targets (even when the bomb/grenade is rocket-propelled).

The Draganov sniper rifle in 7.62X54R has an effective range of 1,300 meters against soft (human) targets.

However, in the game the RPG can hit targets that the sniper rifle cannot touch. Please consider extending the effective range of the rifle to meet or exceed that of the RPG or reducing the effective range of the RPG.

'Nuff said.

:sniper:
No guns, no peace.
Know guns, know peace.
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Remus
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Re: Bad, Bad Bombs...

Post by Remus »

Dorsai wrote:An RPG-7 has an effective range of 300 meters against moving targets and an effective range of 500 meters against stationary targets (even when the bomb/grenade is rocket-propelled).

The Draganov sniper rifle in 7.62X54R has an effective range of 1,300 meters against soft (human) targets.
The "grenade launcher" version of RPG-7 has an effective range of 300-500 meters.
The "rocket launcher" version of RPG-7 has an effective range above 1100 meters.
The Dragunov sniper rifle has a combat range of 600-1300 meters, but above 1000 meters the accuracy is awful.
The main problem here with the rockets is another one: the trajectory.
For distances <500m it can be considered a linear trajectory.
Above that distance, it's a parabolic trajectory (see the previous grenade launcher in StrykeMC).
For now, the RPG-7 rocket has a linear trajectory no matter what's the distance.
But starting with the 1st map for snipers I'm going to change that.
I hope you got the main idea.
:wink:
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Sjt_Fubar
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Re: Bad, Bad Bombs...

Post by Sjt_Fubar »

forcing the person shooting the bomb to be more accurate and not just some lucky FUBAR boomer who hits relatively close enough to cause damage.
What ??? Why do you involve ME in this disqussion, timber ???
:|

Good DM`s today btw, we took a Hell of a beating :oops:
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Dorsai
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Re: Bad, Bad Bombs...

Post by Dorsai »

I hope you got the main idea.
Thanks, Remus.
No guns, no peace.
Know guns, know peace.
albi
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Re: Bad, Bad Bombs...

Post by albi »

I wish the sniper soon will be only 1 headshoot enought for player to die sniper is sniper :sniper:
sooperno_va
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Re: Rocket Launcher

Post by sooperno_va »

i think the rocket should fly a little faster so you can nail people on the run easier
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Remus
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Re: Rocket Launcher

Post by Remus »

sooperno_va wrote:i think the rocket should fly a little faster so you can nail people on the run easier
Their trajectory and speed have been calculated to provide the best realism/fun compromise.
:wink:
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ZeronMan
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Re: Bad, Bad Bombs...

Post by ZeronMan »

:lol: :roll:
Target, 2 clicks out. Lock n’ load. Let’s look alive gentlemen.
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