[quote=“hollywood;20144”]Whats the command in the cfg to show the server side hitmarkers on the wall?
[/quote]
static decals i believe
[quote=“hollywood;20144”]Whats the command in the cfg to show the server side hitmarkers on the wall?
[/quote]
static decals i believe
Almost it’s the dynamic decals. Static decals are grafitti, posters and other Lvl. decorations.
So I did some searching and turns out that the spread of shotgun pellets is in a shape of a star! WTF? I mean, if you’re going for realism and make the pellet spread pattern random, I get it but no, right now, the pattern is constantly star shaped with pellets hitting uniformly withing that shape but with a random dammage distribution… Hence hitting someone with the same shot won’t imply the same dammage overall (depending on distance and star pattern coverage) nor the same dammage applied to the same parts, i.e. body or head…
This must be made consistent!
[quote=“Lumi;20699”]So I did some searching and turns out that the spread of shotgun pellets is in a shape of a star! WTF? I mean, if you’re going for realism and make the pellet spread pattern random, I get it but no, right now, the pattern is constantly star shaped with pellets hitting uniformly withing that shape but with a random dammage distribution… Hence hitting someone with the same shot won’t imply the same dammage overall (depending on distance and star pattern coverage) nor the same dammage applied to the same parts, i.e. body or head…
This must be made consistent![/quote]
random damage distribution? what do you mean? each pellet dealing different amounts of damage?
[quote=“hollywood;20144”]Whats the command in the cfg to show the server side hitmarkers on the wall?
[/quote]
Dynamic decals or something like that.
Yes exactly that. I’ll try to make a printscreen of the shots if i ever get the time to, but just find a nice clean white wall and shoot at it with a shotgun, you’ll see that the dammage or impact force of every pellet varies with every shot. Some pellets carry less force than others and it results in sometimes a neck shot being a headshot and sometimes not, depending on where the majority of high dammage pellets went, which I also noticed are gathered together. It’s not a uniform distribution, it’s non uniform with higher concentrations of stronger pellets in one area of the star pattern.
[quote=“Lumi;20763”]@Szakalot
Yes exactly that. I’ll try to make a printscreen of the shots if i ever get the time to, but just find a nice clean white wall and shoot at it with a shotgun, you’ll see that the dammage or impact force of every pellet varies with every shot. Some pellets carry less force than others and it results in sometimes a neck shot being a headshot and sometimes not, depending on where the majority of high dammage pellets went, which I also noticed are gathered together. It’s not a uniform distribution, it’s non uniform with higher concentrations of stronger pellets in one area of the star pattern.[/quote]
I’m not sure that the graphic of the pellet on the wall is representative of how much damage it does to a player. As far as I know, all pellets do the same amount of damage.
Why can’t DB have a fixed crosshair size when moving, jumping, crouching, etc.
Bullets are random, but always within this crosshair size.
For shotguns, maybe follow a TF2 style of order, and each pellet does fixed damage. TF2 has a 3x3 grid,
X X X
X X X
X X X
Something like this, and each pellet does 10 at point blank I think.
[quote=“Szakalot;20764”]
I’m not sure that the graphic of the pellet on the wall is representative of how much damage it does to a player. As far as I know, all pellets do the same amount of damage.[/quote]
Not sure either but it would make sense though. I’ll try tonight to check my theory out with a buddy trying to shoot twice on him at the edge of his hitbox to see if it does twice the same dammage.
But in any case a circular spread pattern would make much more sense. Maybe the effect I’ve been experiencing only comes from that star pattern…
[quote=“Lumi;21056”][quote=“Szakalot;20764”]
I’m not sure that the graphic of the pellet on the wall is representative of how much damage it does to a player. As far as I know, all pellets do the same amount of damage.[/quote]
Not sure either but it would make sense though. I’ll try tonight to check my theory out with a buddy trying to shoot twice on him at the edge of his hitbox to see if it does twice the same dammage.
But in any case a circular spread pattern would make much more sense. Maybe the effect I’ve been experiencing only comes from that star pattern…[/quote]
make sure to put him against a wall, so you can count the pellets that didn’t hit the body.
It was circular before, then they went with this.
Personally I never saw what was wrong with random cone, rather than these fixed patterns; considering how all automatic weapons have random cone + random recoil.
I think neither recoil or spread have a place in this shooter.
No good can come from ads unless drawgun 0.
After getting the Blishlok I havent tried any other weapons because it hipfires so well.
There’s something about it’s sound though and/or the hitsounds,
it throws me off so I have to play with no audio. /
[quote=“TndY;21578”]I think neither recoil or spread have a place in this shooter.
No good can come from ads unless drawgun 0.
[/quote]
I must dissagree! If you remove spread and recoil from any FPS then you end up having weapons with different names, rpms, reload speeds, magazine sizes, BUT while all behaving like a sniper rifle. Dead aim bullets accross the board. One needs some sort of disturbance to make it challenging, but it should remain consistent and not random.
Otherwise, what you’re asking is that all the weapons become lazers…
Thats why they invented fall off damage all ARs in this game are essentially already a sniper rifle at mid range.
Otherwise, what you’re asking is that all the weapons become lazers…
Yes like every good fps game until aspergerstrike.
[quote=“brawnyJester;21951”]Thats why they invented fall off damage all ARs in this game are essentially already a sniper rifle at mid range.
[/quote]
When was the last time you played this game? ARs have spread and recoil, the only ones having too much accuracy have been nerfed in the latest patch.
Also, fall off damage is more complex to code than a simple line vs hitbox check. It’s a free to play after all. Want some realistic balistics, then go play any of the arma games…
[quote=“Lumi;21968”]
Also, fall off damage is more complex to code than a simple line vs hitbox check. It’s a free to play after all. Want some realistic ballistics, then go play any of the arma games…[/quote]
Um…TF2 has damage ramp and fall off, meaning the gun does more damage up to x distance, normal damage up to y distance, and less damage after that
So, in other words, let’s say we had this for the M4, 125%, 100%, 75%, and by default, headshots do 200%
18 14 11 28
Personally, I’d rather the numbers be 100%, 75%, then 50%, and headshots stay as is, but that’s just me.
Ahhh, you meant fall off damage, I missunderstood that for bullet drop. Anyway, at least shotguns have that, the closer the more damage, don’t know about assault rifles…
That’s only because of the pellet spread, shotguns shoot 8 times per blast, 8 lines that will go out, there’s no fall off at all, just a matter of accuracy and spread.