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pirates, robots, ninjas; supercowpowers, fugu & geckos; fish & chips.

Friday

armorDamage 1

#93 - ia | scale differences between Q3 and Q4 There's a post on esr by Swelt pointing out that virtually all the projectile speeds, weapon damages, and splash radii in Q4 are identical to their values in Q3. However, it's apparent through playing that Q3 and Q4 apparently have lots of differences in rl projectile speed, length of lg beam, and so on. I think the reason for this discrepencancy is that in Q3 the size of 'units' is essentially larger. In Q3 the player models are a certian number of units tall and wide, and the levels and weapon properties are disigned to reflect this. In Q4 the player models are a larger number of units tall and wide, and Q4's levels are correspondingly designed to accomidate this. However, in what was probably an effort to port Q3's gameplay to Q4, Raven kept identical numerical values for all the weapon damages, projectile speeds, splash radii, etc. The result of this is that while rail and rockets still do 100 damage, and lg does 8 damage/cell, rockets move slower relative to the size of the player, lg doesn't reach as far, and rockets and grenades have smaller effective splash radii, to name a few differences. This shouldn't be interpreted as making a judgement of or suggesting that Raven rescale Q4's weapons to make them more similar to Q3, it is just an observation I felt like pointing out. While I'm dissapointed at some of Q4's weakened weapons, I think it would be a bad idea to exactly recreate Q3.

lolz, they fucked the math. What attention to detail...No wonder q4 mp is the way it is.

I'm sick of playing CA with XS4ALL noob settings (no falling damage, no armor damage). Overpowered rockets are the yawn. Bouncing bunnies are the yawn.

Cracked 200 :o Getting consistant 50% rail now, should be 60%, though.