Tremulous Forum
General => Feedback => Topic started by: Reclaimer on November 02, 2007, 12:16:16 pm
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I think the bullets travel to slowly, cause it takes half a second or so for the bullet to hit anything no matter how close it is. I find this very annoying!
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They are hitscan weapons. Fix your ping.
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Hitscan just isn't fast enough. I want my enemy dead BEFORE I fire at him.
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Rofl, try playing on an unlagged server if you aren't already
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Lucifer Driver! I want a hit-scanning, and zoomable lucifer cannon.
SAY GOOD NIGHT YOU TYRANT SCUM!!
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Lucifer Driver! I want a hit-scanning, and zoomable lucifer cannon.
SAY GOOD NIGHT YOU TYRANT SCUM!!
In that case I want a a hit-scanning, zoomable tyrant.. with lasers shooting out of it's zoomable eyes.
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I want a chaingun that shoots nades like bullets and they explode on impact.
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Give him a break, atleast he could write his sentence almost without flaws.
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...and I want a :granger: that lays eggs inside humans so when I die I can chestburst them.
Impregnated and chestburst by the same granger. Now that's pwnag.
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Give him a break, atleast he could write his sentence almost without flaws.
True, but you couldn't. :P
atleast
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Rofl, try playing on an unlagged server if you aren't already
Two things;
1) I've noticed that a large majority of Tremulous servers run Unlagged standard. This is an excellent piece of code that should be patented and released for all multiplayer games. The coder (forget whom) would make millions from contracts with major game design companies.
2) I've also noticed that, being a player from the pre-Unlagged era, switching from normal games to Unlagged ones is like switching operating systems; you have to almost completely relearn your techniques since you've become so accustomed to leading your attacks.
To expand on the get-rich-quick scheme in item 1, I would find this to be extremely useful in flight simulators where precision is EXTREMELY important; one application that would benefit from this code is the freeware space simulator Orbiter, which currently cannot support multiplayer due to the conflict between 50 Km/s speeds and internet latency, which would make spacecraft docking impossible.
I highly recommend that the Unlagged coding be released under a shareware license for all precision multiplayer games to benefit from, if it hasn't already.
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Unlagged has more or less been a standard feature in multiplayer FPS games for a fair while, Phawks. Return to Castle Wolfenstein had it ages ago.
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Oh...thanks for the enlightenment, Michelle.
(Hey, you said I could call you by your first name, I figured that would apply even on the forums :P)
Of course, the most recent FPS I've played besides Trem is Operation Flashpoint Resistance, and I haven't even gone online with that yet. Thanks to the retarded 1.96 installer, which insists that my perfect installation does not exists and if it does, it's corrupted. I'm looking for a way to decompile the C++ 6.0 installer, but no responses from Filefront Forums yet.
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Haha!
Michelle it is!
Next step is to know your Bank Deatails!
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hi, i live in australia and your game sucks since when i connect to a server in africa it takes 2 seconds for my bullets to hit anything. this is not fair and i demand that bullets will travel faster in the foreseeable future. thank you very much
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Poor Martians :roll:
*couldnt resist*
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lol software patents
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hi, i live in australia and your game sucks since when i connect to a server in africa it takes 2 seconds for my bullets to hit anything. this is not fair and i demand that bullets will travel faster in the foreseeable future. thank you very much
Lol.
I come from Australia... Damn African servers... I doubt if any even exist!