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Scripts v.224
*goat starer*
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you call that an ACCIDENT!!! everybody SAW you firing your rocket booster as you lined yourself up!!!

He is in the pay of SHARK I tell you!!! Sharks MINNION!!!!!
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 7, 2009, 9:21 pm
*Grograt*
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hee hee...sits back and watches the fun
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vet marshal wv community

Posted Jan 7, 2009, 9:22 pm
*viKKing*
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Here are viKKing words of wisdom:

Make mortar explosions vary between both modes (old damage system and new damage system) on a 50% base.

Sometimes mortar shells are doing more bottom damages, sometimes they don't.
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Posted Jan 7, 2009, 9:34 pm
Victor
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*sam* said:
* I have plugged a loophole in the 'no team killing' rule – now, you cannot target or fire at an inanimate object (terrain, building, etc.) if it's less than 10m from a team-mate.


But nothing stops you from targetting something more distant, and gunning them down. Why can't gunners just be forced hold their fire if there's a friendly blocking their target?

The attitudes on (and approach to) preventing team-killing seem very schizophrenic.
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vet wv

Posted Jan 7, 2009, 10:54 pm
*sam*
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Quote:
But nothing stops you from targetting something more distant, and gunning them down.


That would be much harder to manage, as well as being impossible to identify as a 'dodgy action'. Therefore not a problem, I think.

Quote:
Why can't gunners just be forced hold their fire if there's a friendly blocking their target?


That would stop accidental friendly fire. In fact it would therefore be a move towards the Mario game Marrkos is worried about  :stare:

Quote:
The attitudes on (and approach to) preventing team-killing seem very schizophrenic.


Why do you say that?

Pvp is fine, team-killing isn't.

One reason it isn't is that teamkilling can be done in a non-CR-balanced way (and is therefore very unfair, essentially an exploit to allow you to be sure of winning when you're not brave enough to fight when the odds are even), and also it's liable to cause great aggravation and ruin the fun of arena combats, scouts etc.



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Posted Jan 7, 2009, 11:28 pm Last edited Jan 7, 2009, 11:29 pm by *sam*
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Victor said:
*sam* said:
* I have plugged a loophole in the 'no team killing' rule – now, you cannot target or fire at an inanimate object (terrain, building, etc.) if it's less than 10m from a team-mate.


But nothing stops you from targetting something more distant, and gunning them down. Why can't gunners just be forced hold their fire if there's a friendly blocking their target?

The attitudes on (and approach to) preventing team-killing seem very schizophrenic.


Dude, think about it.... It's easy to maneuver your own vehicle out of the LoS of you and an enemy vehicle. Honestly if someone managed to team kill you like that you deserve it.

The terrain thing is MUCH harder to avoid and would require random movement on the part of the "hunted" if you will. Even with random movement eventually it would be guessed close enough to land a hit, rinse repeat untill dead. Some of the blast radius weapons could even hit regardless.

The cost of not allowing team ram damage outweigh the realism/immersion factor etc, also suspect players could be avoided well enough to not suffer serious injury. If you suspect someone might come after you with a ram you can move in the same direction as them and avoid serious damage. (The heavy hitting ram cars that could wreck your junk tend to not be the fastest btw.) The only way you are gonna get tk'd by a ram is if it is an accident or you get blind sided by someone you didn't expect hehe......

There is nothing scizo about this update its very well thought out and this is coming from one of what I assume are a small handful of players that "think about things of this nature and how they could be carried out  B)"

This is a VERY good update to avoid team killing Sam and I see the wisdom in it.
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vet wv

Posted Jan 7, 2009, 11:44 pm Last edited Jan 7, 2009, 11:46 pm by Shark
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Double post but did you seriously remove the mortar fix? Jeez way to cave in yet again and sacrifice game design.
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vet wv

Posted Jan 7, 2009, 11:47 pm
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Shark said:
Double post but did you seriously remove the mortar fix? Jeez way to cave in yet again and sacrifice game design.


Something would have to be broken for a "fix" to be put in. You had your chance to prove to us they were broken, give it up shark.
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Posted Jan 8, 2009, 1:44 am
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Lord Foul said:
Shark said:
Double post but did you seriously remove the mortar fix? Jeez way to cave in yet again and sacrifice game design.


Something would have to be broken for a "fix" to be put in. You had your chance to prove to us they were broken, give it up shark.


Yeah the way damage is implemented currently is broken. There was a fix, the "community" whines and moans about it because it removes an overpowered feature.

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vet wv

Posted Jan 8, 2009, 2:24 am
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Shark said:
Lord Foul said:
Shark said:
Double post but did you seriously remove the mortar fix? Jeez way to cave in yet again and sacrifice game design.


Something would have to be broken for a "fix" to be put in. You had your chance to prove to us they were broken, give it up shark.


Yeah the way damage is implemented currently is broken. There was a fix, the "community" whines and moans about it because it removes an overpowered feature.



Unfortunately if people don't understand how something is meant to work they jump to the conclusion it's broken. Then they as you say whine and moan for a fix or more realism, but find out it's working in a realistic way once a few facts are obtained.
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Posted Jan 8, 2009, 2:39 am
Mad Mike
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was going to chime in here but this discussion about mortars has gone in enough circles
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vet wv

Posted Jan 8, 2009, 2:41 am
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Shark said:
Lord Foul said:
Shark said:
Double post but did you seriously remove the mortar fix? Jeez way to cave in yet again and sacrifice game design.


Something would have to be broken for a "fix" to be put in. You had your chance to prove to us they were broken, give it up shark.


Yeah the way damage is implemented currently is broken. There was a fix, the "community" whines and moans about it because it removes an overpowered feature.



Who says its broken? I could be wrong, but I think you are the only person who thinks this?

Next topic.
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Posted Jan 8, 2009, 4:33 am
Kime Dennory
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It's amusing actually... the more accurate my ballistics gals get with their CGLs, the less likely I am to actually do much good with them.

The other day, I hit a Marauder with an entire clip of CGLs, and they actually hit the car eight out of the ten shots. (A lot of that was luck, but they are getting VERY good... dex in the 90s, skill over 100, with LOS).

Since most of the time CGLs don't impact the top armor (for whatever reason), the damage was pretty much spread out on all four sides of the pickup. If I'd continued to hit the pickup with the CGL, I may well have been able to land an entire second clip on top of the thing and still not pierce the armor. And the explosions certainly don't seem to affect handling much. Compare this to other weapons of the same size... say, a rocket launcher.

Take away bottom shots from mortars, and if they are as unlikely to get top shots as CGLs are (I don't know, I haven't kept track) then I suspect that mortars become essentially useless.

-KD
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vet

Posted Jan 8, 2009, 7:26 am Last edited Jan 8, 2009, 7:26 am by Kime Dennory
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