Name it ! (XT ? DB ? or something else ?)


(Kendle) #41

Return to Castle Londonstein :slight_smile:


(DarkangelUK) #42

Eastenders Game


(Mustang) #43

PMSL, dat mix between serious, semi-serious and completely pissing around is a thing to behold.

Gets the creative juices flowing though; ehh :tongue: (not quite as much as strogg posters, but almost as entertaining)


(Glottis-3D) #44

//youtu.be/Qp2ULW6_YwM

remember this? =))


(Dormamu) #45

RAD Territory.
Digital Damage.
(codename) Tempest


(prophett) #46

clap clap


(Hundopercent) #47

Brinkenspread


(Smooth) #48

Cough

Sorry to derail, but I feel the need to expel some myths. Here’s the spread values from a selection of guns in previous games.


The dark circle is starting spread, light circle is maximum spread at 90 fov, 1920x1080.

I’m not saying we don’t have some issues but spread isn’t the main cause here, and neither is spread increase rate before you go there. This is why we are currently focussing on improving hit feedback, recoil and looking at hit-box sizes.


(k1ruaa) #49

Well for example with sabownez smg, the difference between his smg and the mp40 is HUGE. I mean at close distance it’s ok, but trying to hit a headshot at a long distance is way more random even at the first shot. And here we are, forced to use iron sight at long distance to be truly efficient :frowning:

Anyway, glad to hear that you’re working on hit feedback hitboxes etc…


(Hundopercent) #50

[QUOTE=Smooth;491198]Cough

Sorry to derail, but I feel the need to expel some myths. Here’s the spread values from a selection of guns in previous games.


The dark circle is starting spread, light circle is maximum spread at 90 fov, 1920x1080.

I’m not saying we don’t have some issues but spread isn’t the main cause here, and neither is spread increase rate before you go there. This is why we are currently focussing on improving hit feedback, recoil and looking at hit-box sizes.[/QUOTE]

Now take the wireframe hit boxes for those games and put them side by side.

Edit: Then put their success side by side and you will see a trend. More spread = more fail.


(spookify) #51

[QUOTE=Smooth;491198]Cough

Sorry to derail, but I feel the need to expel some myths. Here’s the spread values from a selection of guns in previous games.


The dark circle is starting spread, light circle is maximum spread at 90 fov, 1920x1080.

I’m not saying we don’t have some issues but spread isn’t the main cause here, and neither is spread increase rate before you go there. This is why we are currently focussing on improving hit feedback, recoil and looking at hit-box sizes.[/QUOTE]

Crazy! The game sure doesnt feel like that…

Strychzilla said it right ET Wire hitboxes where what like 50% bigger in total?

I love the idea of small hitboxes! Separate the men from the boys! But with 50% smaller hitboxes the spread should also be 50% less haha! However with the faster ROF this all goes out the window because you can 3, 4 or 5 dink someone faster then ET!

The spread does need to be lowered! Period! The hitboxes are twice as small! Stop comparing it to other games! The time to reach max spread also needs to be changed because of the ROF being so high!

Remember you nerfed Phoenix when he felt good to play! WHY!

Also the idea of stationary shots being so much better then sprinting needs to be looked at! Again If I am running up behind 3 people I should be able to kill all 3 not NONE! 15 Yards away right on the head running at them and maybe 2 headshots before the spread goes crazy! Then I /quit!


(BomBaKlaK) #52

[QUOTE=strychzilla;491211]Now take the wireframe hit boxes for those games and put them side by side.

Edit: Then put their success side by side and you will see a trend. More spread = more fail.[/QUOTE]

there is to much spread, most of the player in this alpha/beta are agree. I like this hit boxes but with lower spread, it feels to much ā€œlucky shotā€ in some situation for the moment.


(Anti) #53

[QUOTE=spookify;491214]Stop comparing it to other games!
[/QUOTE]

Ahhh, we have a convert at last! :tongue::wink:


(Ruben0s) #54

I wonder if the mods of ET or QW changed the spread compared to vanilla ET or QW. I mean ETmain could have more spread, but I never played ETmain (nor did anyone else when mods got released).


(Kl3ppy) #55

etqwpro had tighter spread, not sure how much. Think it was the same spread u could unlock with light weapon star 3


(Glottis-3D) #56

[QUOTE=Smooth;491198]Cough

Sorry to derail, but I feel the need to expel some myths. Here’s the spread values from a selection of guns in previous games.


The dark circle is starting spread, light circle is maximum spread at 90 fov, 1920x1080.

I’m not saying we don’t have some issues but spread isn’t the main cause here, and neither is spread increase rate before you go there. This is why we are currently focussing on improving hit feedback, recoil and looking at hit-box sizes.[/QUOTE]
Compare with ETpro & ETQW Promod, would be more relevant


(Hundopercent) #57

We said the spread is too high. SD supplied the graph with a weak argument. You may fool the masses with that minor league play but deep down inside you know the facts.


(Ruben0s) #58

Well I found some pictures of the spread in ETpro



Anyway I still think that hitboxes are the problem for spread complains. In ET it was possible with jaymod to activate hitboxes that were as small as the player (so no more big squares) and I couldn’t hit **** when I activated it on my server.


(Tankey) #59

[QUOTE=Ruben0s;491242]Well I found some pictures of the spread in ETpro



Anyway I still think that hitboxes are the problem for spread complains. In ET it was possible with jaymod to activate hitboxes that were as small as the player (so no more big squares) and I couldn’t hit **** when I activated it on my server.[/QUOTE]

Well those are some interesting pictures. I love the spread in ETPro, though the hitboxes seem pretty awful


(BomBaKlaK) #60

Small hit boxes with less spread is the better option to me.
Keep this hit boxes lower the RoF and spread.