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CAx Shaft: Fact or Fiction!

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  • Baker
    started a poll CAx Shaft: Fact or Fiction!

    CAx Shaft: Fact or Fiction!

    14
    CAx Shaft is real
    50.00%
    7
    It is fiction!
    14.29%
    2
    What's CAx?
    28.57%
    4
    What the shaft?
    7.14%
    1
    View more answers
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    The term "CAx shaft" refers to how some think it is much more difficult to shaft in CAx versus, say, CA+ or even DM or CTF.

    Is CAx shaft real or is it fiction?

  • PapaSmurf
    replied
    Shaft was already more powerful than RL, why would you want to strengthen it more?

    Leave a comment:


  • BizarroEvade
    replied
    CA+ strengthened shaft and weakened RL. I'm mostly glad to see RL back to normal in CAx.

    Leave a comment:


  • Lardarse
    replied
    Quake3's LG also updated position 20 times a second...

    Leave a comment:


  • TAXI
    replied
    It's been a while since I played Q3, but I believe that LG's delay time was much smaller and damage was less as well, so it's not a new idea. It will make LG a weapon of even more skill however, because in order to do some substantial damage you would have to hit your target waaay more times (hold your aim well). I don't think it will be a problem for the people who do use LG on a day-to-day basis. However, it might create a problem for those, who play on old, slow computers with very low FPS.

    Leave a comment:


  • Lardarse
    replied
    I *suspect* that quake.exe only checks the progs.dat 10 times a second

    No, that was just the animation speed. However, it's assumed that the code may only run at 10fps on slower computers.

    Multiplayer servers run at a speed depending on sys_ticrate (that might be a DP only cvar, I'm not sure...), 20 is typical. Not sure that cvar affects single player, though...

    The firing is tied into the animation code just to make it easy to do. There are ways to modify the qc so that you can fire more rapidly. This usually involves unlinking the firing code from the animation code. DPMod does this. Zopmod does it another way, I think by changing self.attack_finished to time + 0.05 whenever you have haste. Not sure if that works, though.

    Leave a comment:


  • Senban
    replied
    Originally posted by R00k View Post
    I think that CA+ decreased the delay between shot time for the LG

    example:
    in player.qc (for anyone who wants to look)
    ...
    W_FireLightning ();
    self.attack_finished = (time + 0.2);<-- delay until u can shoot again.

    it is possible to lower that 0.2 to 0.15 or 0.1 and incur more damage per frame to your opponent without increasing the damage (30?) of the lg. I feel it was too weird to adjust this after 10 years of a quake standard, so I didnt conform to CA+. Also, in my opinion ticrate may effect the damage also. Since "time" is based on the host_frame from the server.
    The lightning gun and nail guns attack finished times are both over ridden in player.qc. these weapons are actually launched in the animation code and all fire 1 shot per frame. (Quakes animations run at 10 fps even when the rest of the graphics are running 2, 3, or 6 times as fast) so you can set attack finished time to whatever you want (on the LG NG and SNG) and it will have no effect on the game. There may be other ways around it, certainly DarkPlaces finds them, but thats an engine mod, which is different fish in a different kettle. I *suspect* that quake.exe only checks the progs.dat 10 times a second, but since I know nothing about the engine code I'll defer on that to anyone who does.

    In other words the Lightning Gun, Nailgun and Super Nailgun all fire 10 times a second and there's no easy way to change it.
    Last edited by Senban; 05-13-2007, 07:43 AM. Reason: clarity

    Leave a comment:


  • Stung
    replied
    BACK TO TALKING ABOUT Pldown Option FOR RAGE

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by R00k View Post
    I understand what you're saying Mindz, but its not an electric gardenhose...

    The lg doesn't use entity to entity collision detection (like rl nails gl)
    It's a traceline like the shotgun. Every time + 0.2 sec it scans out 600 units for contact.
    If the damage / frame was not delayed you would die in 1 second ON 1st contact.
    this delay is the ocillation of rate of fire, otherwise like phenom said, its a sweepyng railgun.

    HAHA, ELECTRIC GARDENHOSE ! This delay is 1/5th of a second between each damage dealt,and each damage dealt is 30?That seems quite negligible if thats correct. This could quickly turn into a "RL vs LG" debate DDD

    Leave a comment:


  • Canadian*Sniper
    replied
    for the record, I came up with the question but Phenom came up with the acronym

    Changing the lightning response might be a cool change. Perhaps there should be a poll on this? It's rookster's decision since he's the man

    Leave a comment:


  • Phenom
    replied
    I like Canadian>>>OMG LOOK THERES A STAR HERE *Sniper's idea.. turn down down the damage and the delay?

    That would make the lg feel sturdy

    P.S

    lol C*S! W.D.Y.D

    Leave a comment:


  • Canadian*Sniper
    replied
    Give give mindz a jolly feeling I guess we could give the LG a very minimum delay and make it do 1 damage instead of 30

    Leave a comment:


  • R00k
    replied
    Originally posted by Mindf!3ldzX View Post
    in all honesty, shaft shouldnt have any delay, its a consistant weapon. it's not like sng,where it fire's individual nails,or a sg with individual bullets,or RL with individual rockets,and so on and so on. the LG model when +attack is held down,doesnt reload,it simply continue's to fire consistantly,so I cant figure out why it would ever have been delayed between doing damage,atleast if I read that right,thats just my opinion.
    I understand what you're saying Mindz, but its not an electric gardenhose...

    The lg doesn't use entity to entity collision detection (like rl nails gl)
    It's a traceline like the shotgun. Every time + 0.2 sec it scans out 600 units for contact.
    If the damage / frame was not delayed you would die in 1 second ON 1st contact.
    this delay is the ocillation of rate of fire, otherwise like phenom said, its a sweepyng railgun.
    Last edited by R00k; 03-28-2007, 01:39 AM.

    Leave a comment:


  • Stung
    replied
    Originally posted by Mindf!3ldzX View Post
    in all honesty, shaft shouldnt have any delay, its a consistant weapon. it's not like sng,where it fire's individual nails,or a sg with individual bullets,or RL with individual rockets,and so on and so on. the LG model when +attack is held down,doesnt reload,it simply continue's to fire consistantly,so I cant figure out why it would ever have been delayed between doing damage,atleast if I read that right,thats just my opinion.

    it would be nice if Rage had a standard maxplayers for each map, Dm3 in crowded gameplay (10 or more) should be what rook and stung have said, 3 in 2 in que. Maps like Edge or qwdm5q3 should be all out or 5 in 3 in que. I personally dont have a problem with 8v8 8 in - no que, but I think its ridiculous to force 8v8,its been this way for a very long time,but the reason its been that way is because the admin's chose to have it that way.


    end rant
    Agree with 5 live / 3 en queue for Campgrounds/Edge

    Leave a comment:


  • Phenom
    replied
    Yes! make shaft instantaneous!

    Leave a comment:

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