Tremulous Forum
General => Feedback => Topic started by: A Spork on May 16, 2010, 03:03:57 pm
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And no this ain't a parody.
The damage is kinda messed up I think, as many times I've successfully mara-hopped it, only to be killed by the reactor damage alone before I can kill it.
What the heck?
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Seems like if ur right up near it at the base it does 20 damage per shot
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Retarded Suggestion:
Make Dretches able to damage Reactor *dodges tomato*
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They are if it's in the building state.
As for RC, when you are on top of it it does very little dmg (like 1 or 2). Also, if you stand at the edge of it, it wont damage you at all. It does however hurt much more when you are next to it and IIRC lisk cant attack it without being damaged.
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Hmmhmm.
If we keep the reactor damage unchanged, and let it damage humans as well? ::)
still...
Is it meant to be so? That it gots fixed damage done?
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Another topic stating what I did in my feedback thread ^^. There is a bug that makes RC consistently zap 14dmg if you are at top. I guess it happens when RC is in some specific place or something... cuz it's either every zap 14 dmg or none.
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A DCC increases the RC range, and the damage you receive is scaled by the factor (1.0 - your_distance / range), so suppose you are right at the border of the RC range and you get 0 dmg. Then someone builds a DCC, the RC range increases by 50% and voila, you get 1/3 of 40 dmg, which is 13 dmg.
I dunno if this is wanted or a bug, ask Norf for that.
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Meh... how about we put that somewhere into the build menu description? Also, isn't the range increase a bit too much? It can kill a full hp mara before the mara can kill RC.
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Either way, be it a bug or feature, its messed up if an RC can kill a mara....
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What was wrong with the 1.1 reactor damage values?
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I think that was just too easy :advmarauder: :reactor: An increase over 1.1 is fine, just not that much :o I guess 5-8 damage per hit would be fine by me.
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There is a bug that makes RC consistently zap 14dmg if you are at top [under certain circumstances].
I'm pretty sure this has already been stated but this is not a bug, but a feature. It depends on whether a defence computer is built.
An increase over 1.1 is fine, just not that much
But again, its not the reactor alone. What is wrong with having to get rid of the DCC (defence computer) before hopping? You say that you think reactor hopping was too easy in 1.1. While increasing reactor damage is a potential solution, what do you think of making reactor hopping something that has to be more planned out (dcc down, hop the reactor!)?
But yes, it should be put in the build description. Its a very little-known feature that I don't believe is documented anywhere official (probably wrong here, but still).
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See, I'm pretty sure the rc still does way to high damage sometimes even without dcc....
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I'd be fine with having to get dc down before hopping if there was more actual teamwork AND if dc couldn't just be made unhoppable and unsnipeable. Usually RC top can easily be covered with turrets if base is built right. So far, most people can't even manage that.
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(http://img42.imageshack.us/img42/4217/bugsaresins.jpg)
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They are if it's in the building state.
As for RC, when you are on top of it it does very little dmg (like 1 or 2). Also, if you stand at the edge of it, it wont damage you at all. It does however hurt much more when you are next to it and IIRC lisk cant attack it without being damaged.
To kill RC with a lisk, jump while slashing. You take considerably less damage if you time it right to the top part of RC (2-ish instead of 10-ish)
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On atcs at least, you take even less damage if you hang upside down from the ceiling above the reactor and slash down. However, this makes a nearly completely exposed.
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You can actually jump with any alien, and as long as you keep jumping you will stop getting damaged, and even start healing, when you are on RC. Must tap jump quickly though. In this manner a lisk can take out a full HP reactor. I always thought that was so cool.....