BulletHead
Jan 23 2005, 06:38 PM
I say the GL's damage should be directly proportionate to two things- Size of the creature and distance to it
IE- a nade explodes close to a skulk and an onos- the skulk's small size does not help at close range and thus it takes a fair ammount of damage- the onos takes more damage due to more of the shrapnel hitting it
Now, a nade explodes say, 3x as far away from a skulk and onos- the skulk's small size helps it to be missed by most of the shrapnel, and thus it takes very little damage- however, the large onos still gets hit by a large ammount of shrapnel, and thus it takes a lot of damage.
Gl's should do say, 720 dmg total, but in a 360 degree radius, so that every degree around the nade takes 2 dmg (2 damage per bit of shrapnel) , so that at 200 units you may be hit by 20 peices of shrapnel, for 400 damage, but at 1000 units, you'd only be hit by 3 pieces, for 6 damage
Not a perfect setup, but I just got done shoveling snow, so I'm kind of shakey at the moment
Alcapwn
Jan 23 2005, 06:42 PM
...
they sounds hella hard to code.
BulletHead
Jan 23 2005, 06:50 PM
it's basic distance damage similar to the siege, but in a 3 dimensional plane... can't be too hard for the coding gods of NS
BobTheJanitor
Jan 23 2005, 09:14 PM
You realize how screwy siege damage is right? Stand on a chamber while it's being sieged, and you'll take no damage. But stand on the ceiling above a hive that's being sieged and you'll die.
The explosion damage from nades and other area of effect weapons is pretty much using standard HL code as I understand it. That's why it can exhibit flaky behavior sometimes. I don't see a reason to recode a new system at the current state of the game.
TommyVercetti
Jan 23 2005, 09:16 PM
TS did the same thing by adding "shrapnel" to their M67 frag grenades. Basically, instead of doing splash damage the grenade sends a bunch of projectiles out in all directions. There are a lot of neat tricks in TS...
BobTheJanitor
Jan 23 2005, 11:04 PM
| QUOTE (TommyVercetti @ Jan 23 2005, 03:16 PM) |
| TS did the same thing by adding "shrapnel" to their M67 frag grenades. Basically, instead of doing splash damage the grenade sends a bunch of projectiles out in all directions. There are a lot of neat tricks in TS... |
How laggy would that be with multiple people spamming GLs? It seems to me like something that would bring down the whole server pretty easily.
TommyVercetti
Jan 24 2005, 12:05 AM
Right you are. But grenades are thrown one at a time and can only be found, not selected. It is rare to see more than one going off on any one server at a time.
Social_Outcast
Jan 24 2005, 12:11 AM
Sounds like a good idea, but Bob has a good point about the lag if its for the GL in NS. Tommy brings up a good point, maybe the Hand Grenades should be Frags while the Grenades from the GL should be HE, High Explosive for dealing mainly with alien buildings......maybe, just my idea on this.
BulletHead
Jan 24 2005, 01:02 AM
Then make the standard hand nades like this, and save the GL's for NS:S or NS2?
I always felt that those with low-end PC's should stay away from high end games, and thus HL2 made different setups for high, medium, and low end PC's

ANyway... yeah, the projectile thing sounds like a plan

Can you give it a try?
AvengerX
Jan 24 2005, 07:08 AM
in a perfect world this would be a good idea, but if the coding was off and the process was really laggy then it wouldn't be worth it. but if it was done effectivly and correctly then I think it would be be a good thing
BulletHead
Feb 1 2005, 05:14 AM
so... has anyone been able to come up with an appreciable solution to this CPU usage dilema?
R_e_n_e_g_a_d_e
Feb 3 2005, 07:43 AM
while were on the topic, can we also include a shotgun style reload for the GL?
It has a cyclindirc loading chamber which allows for the "load-shoot" ability (meaning you can shoot directly after you load each round).
It is incredibly unrealistic and frustrating to sit there and have to wait half a minute to reload the GL, and if you switch weapons while doing so, you have to start all over again.
2_of_Eight
Feb 10 2005, 05:10 AM
| QUOTE (R e n e g a d e @ Feb 3 2005, 03:43 AM) |
while were on the topic, can we also include a shotgun style reload for the GL? It has a cyclindirc loading chamber which allows for the "load-shoot" ability (meaning you can shoot directly after you load each round). It is incredibly unrealistic and frustrating to sit there and have to wait half a minute to reload the GL, and if you switch weapons while doing so, you have to start all over again. |
This is how it used to be before, as far as I know. However, it was replaced with the clip system due to balance... before, the GLer could fire 4 shots, reload, fire again whenever someone would rush him.
Church
Feb 10 2005, 05:39 PM
no, the current system is a bug. IT's supposed ot be shotgun-style, but a bug int he code prevents that from happening. It used to be clip style on purpose back in 1.03, but then, it also held 6 shots in a clip back then, and could reload in about 2-3 seconds.
NukeAJS
Feb 16 2005, 03:49 AM
GLs in combat is retarded and is easily the most annoying thing in NS.
This would help nade spamming in Co mode but would lag. I think a better solution is that an alien respawns as the lifeform he or she was and, at anytime during its life can devolve to skulk and get its levels back (to evolve higher or even switch to gorge during an emergency.
Nade spamming in decent sized co games is rediculous. Someone is going to say "well your fade should take out the GLer" but when its 10v10 that is easier said than done with six marines outside your base and five have HMGs.
Hannebambel
Feb 17 2005, 10:51 AM
| QUOTE (2 of Eight @ Feb 10 2005, 05:10 AM) |
This is how it used to be before, as far as I know. However, it was replaced with the clip system due to balance... before, the GLer could fire 4 shots, reload, fire again whenever someone would rush him. |
The very first GL looked far different, and had an external 6 round clip downside, which you changed like an Assault Rifle clip. You could reload it faster than the HMG back then.
However the reload issue should be fixed, but in case of damage the launcher
does still kick ****. It should not do more damage to onos, since this is the job of HMGs.
BulletHead
Mar 31 2005, 07:20 AM
Revisiting this topic... I still think it's a valid point *shrug*
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