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Difference between revisions of "Talk:Shock Rifle"
From Liandri Archives
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are u sure the ammo cost for combo is 2 only? | are u sure the ammo cost for combo is 2 only? | ||
+ | It counts like this: you spend 1 charge on alt fire, 1 on primary fire and '''additional''' 2 charges are drained when you make a combo. [[User:Glider of chaos|Glider of chaos]] 06:39, 31 August 2007 (EDT) | ||
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+ | :Technically, that does make the combo only cost 2. :p --[[User:Dark Pulse|Dark Pulse]] 01:11, 5 September 2007 (EDT) | ||
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+ | == Fire Rates == | ||
+ | I know I've mentioned this before, but we badly need to standardize the fire rates. I don't even know the units on half of what is on these pages. I think we should use the delay between shots. It's easier to calculate shots per second in your head using that than it is to do the reverse. --[[User:Haarg|Haarg]] 15:40, 5 November 2007 (EST) | ||
+ | |||
+ | :Problem is, what do we use for the standard? Remember, UT has 3 modes: Classic, Hardcore, and Turbo. All measurements in the game code will be Classic mode. Turbo is simply Classic sped up, by about 25% IIRC, and Hardcore is Turbo + 50% more damage. I'd vote for Hardcore, since that is easily the dominant mode on nearly all servers - you'll see very few Turbo or Classic servers. --[[User:Dark Pulse|Dark Pulse]] 00:11, 9 November 2007 (EST) | ||
+ | |||
+ | ::If you're correct, Hardcore is identical to Turbo (when you're looking at fire rates). Why not supply both that/those and Classic then? One extra line is just a few extra bytes, and barely takes any extra screen space. It's a simple matter of calculating 125% of the regular value, but considering Hardcore is the dominant mode, it's still nice for those visitors to not have to calculate it. :) [[User:Retodon8|Retodon8]] 11:04, 9 November 2007 (EST) | ||
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+ | :::Fire rates would be the same, but not damage. Plus, as I said, Hardcore is ''the'' dominant mode... you'll rarely find turbo or classic servers as opposed to Hardcore. --[[User:Dark Pulse|Dark Pulse]] 22:43, 9 November 2007 (EST) | ||
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+ | ::::OK, so you're not talking about fire rates. My opinion on damage is the same though; put both values there. [[User:Retodon8|Retodon8]] 23:25, 9 November 2007 (EST) | ||
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+ | == UT3 Damage rates vs. Vehicles/Nodes == | ||
+ | |||
+ | Good job on updating stuff to put in damage against nodes, vehicles, cores, etc. Wormbo... but does the combo get reduced at all by them as well? --[[User:Dark Pulse|Dark Pulse]] 23:55, 11 November 2008 (EST) | ||
+ | |||
+ | :As far as I can tell, combo damage is only reduced vs UT3 vehicles, no reduction against nodes. Then again, shock combos probably have one of the worst damage/(relative ammo) ratios among all weapons, not to mention it's almost impossible to get maximum damage out of them. —[[User:Wormbo|Wormbo]] 03:35, 12 November 2008 (EST) |
Latest revision as of 01:35, 12 November 2008
Haha, T2A. Ironically, that came from the FragBU Wiki and YOU wrote it :) --Sir Brizz 23:50, 24 July 2007 (EDT)
A quick comparison of the UT2003 and UT2004 shock projectile code will confirm that the cores are exactly as fast (1150uu/gs) and exactly the same size (10uu high and 10uu wide) Boksha 09:31, 30 July 2007 (EDT)
What about the damage amounts? --Sir Brizz 09:34, 30 July 2007 (EDT)
Good question. I know combo damage and radius and primary damage are unchanged, not sure about secondary damage and radius. I'll check it out later. Boksha 15:08, 30 July 2007 (EDT)
Something to note is the knockback factor in these two revisions, too. I'm fairly sure it was changed. --Sir Brizz 16:29, 30 July 2007 (EDT)
are u sure the ammo cost for combo is 2 only? It counts like this: you spend 1 charge on alt fire, 1 on primary fire and additional 2 charges are drained when you make a combo. Glider of chaos 06:39, 31 August 2007 (EDT)
- Technically, that does make the combo only cost 2. :p --Dark Pulse 01:11, 5 September 2007 (EDT)
Fire Rates
I know I've mentioned this before, but we badly need to standardize the fire rates. I don't even know the units on half of what is on these pages. I think we should use the delay between shots. It's easier to calculate shots per second in your head using that than it is to do the reverse. --Haarg 15:40, 5 November 2007 (EST)
- Problem is, what do we use for the standard? Remember, UT has 3 modes: Classic, Hardcore, and Turbo. All measurements in the game code will be Classic mode. Turbo is simply Classic sped up, by about 25% IIRC, and Hardcore is Turbo + 50% more damage. I'd vote for Hardcore, since that is easily the dominant mode on nearly all servers - you'll see very few Turbo or Classic servers. --Dark Pulse 00:11, 9 November 2007 (EST)
- If you're correct, Hardcore is identical to Turbo (when you're looking at fire rates). Why not supply both that/those and Classic then? One extra line is just a few extra bytes, and barely takes any extra screen space. It's a simple matter of calculating 125% of the regular value, but considering Hardcore is the dominant mode, it's still nice for those visitors to not have to calculate it. :) Retodon8 11:04, 9 November 2007 (EST)
- Fire rates would be the same, but not damage. Plus, as I said, Hardcore is the dominant mode... you'll rarely find turbo or classic servers as opposed to Hardcore. --Dark Pulse 22:43, 9 November 2007 (EST)
- OK, so you're not talking about fire rates. My opinion on damage is the same though; put both values there. Retodon8 23:25, 9 November 2007 (EST)
UT3 Damage rates vs. Vehicles/Nodes
Good job on updating stuff to put in damage against nodes, vehicles, cores, etc. Wormbo... but does the combo get reduced at all by them as well? --Dark Pulse 23:55, 11 November 2008 (EST)
- As far as I can tell, combo damage is only reduced vs UT3 vehicles, no reduction against nodes. Then again, shock combos probably have one of the worst damage/(relative ammo) ratios among all weapons, not to mention it's almost impossible to get maximum damage out of them. —Wormbo 03:35, 12 November 2008 (EST)