Skin
Game Sections
- Unreal
- Unreal: RTNP
- Unreal II
- Unreal Tournament
- UT2003
- UT2004
- Unreal Tournament 3
- Unreal Championship
- Unreal Championship 2
Personal tools
Difference between revisions of "Talk:Shock Rifle"
From Liandri Archives
Dark Pulse (talk | contribs) (→Fire Rates) |
(→Fire Rates: Why not both) |
||
Line 18: | Line 18: | ||
: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) | :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) |
Revision as of 09:04, 9 November 2007
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)