Re: OP Weapons/ suggested weapon changes.
#3026Engie can punch bitches, most op class in prophunt pls remove.
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wrote View original postWhat about Flare gun getting a nerf? They're deadly as fuck.
wrote View original postSuggestion: Either limit the sticky jumper to one sticky out at a time (still allows air pogo) or tell people that "Hey, if there's a demoman flying at your face, you should probably stop sitting in spawn and start running away." On nearly every map that's not indoors, a demo can 2-sticky right to the red spawn and pick up kills on a good portion of the red team before any pyros, and in some situations, even soldiers, can get there. I don't think it's a fault with the sticky jumper so much as a fault that new players all love to hide right in red spawn and don't know to run from anything besides pyros, but until there's some form of tutorial - I'm not even sure how this would be implemented, if at all - it's the only fix I can think of.
Also, I'm not sure if this is even possible, but is there a way to (easily) un lag-compensate weapons that kill in one hit? I've got no problem with being hit by an axetinguisher or something similar but when it appears that they missed by 15-20 feet to everyone but the guy with the weapon, it becomes a little bit frustrating. List of weapons like this: axetinguisher, postal pummeler, market gardener, ullapool caber (this one's especially frustrating because there's no prerequisite to hitting you with it like the others), and any demoman melee weapon during a charge n' targe or splendid screen charge.
wrote View original postIs this what you mean? http://forums.saxtonhell.com/index.php?topic=163.0
wrote View original postHitscan weapon damage is dealt client side rather than server side so it depends completely on that the attacking player sees rather than where players actually are in the game. This is what people are actually complaining about when they complain about the various pyro/heavy/soldier/engie/etx shotguns.
wrote View original postThat's not how it works. The source engine is entirely server authoritative. The server keeps a history of game frames so that when a client attacks with a hitscan weapon, the server will rewind to the frame that they fired at, given their latency, and figure out if the attack hit and how much damage it did. It's this rewind action that people are actually complaining about.
Given that, there's nothing that can be done about it. Latency is a fact of life.
wrote View original postIs there anything besides a semantic difference between saying hit detection is determined by the client's perspective and that the server rewinds the game frames?
wrote View original postclient side
wrote View original postIf at all, is there a way to reduce minigun knock-back so that props can still run despite taking damage? I often find that when hit by a minigun when trying to run or in tye middle of a jump that I get shoved to the nearest wall and then get stuck there because you cannot run with mini-gun spray in your face?
Damage dealt is not an issue for me although if possible the Long-Heater's charge up (fire-ring) attack could deal damage to the player if possible (not sure if it does already though)
wrote View original postI THINK that knockback is tied directly to the weapon's damage. It's why the rocket launchers besides the jumper have awful jumping, why the scattergun has more knockback against jarated players than normap players, and why the crit flares deal more knockback than normal flares.
wrote View original postOne reason I don't like the minigun is that it is spray damage. You could compare it to a flamethrower with much longer range.
And while you can't fire it for very long under normal circumstances, you can either go find ammo/health or have an engie build a dispenser for you.
That's why the minigun can be an unfair advantage. The heavy can spray all over and find people.
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