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Post Posted: 23 Nov 2012, 23:43
integration wrote:Sorry, the "powerlevel" in the formular is 1 less than in the oldunreal guide, i.e. you start with powerlevel 0. So the numbers for the charged secondary should move one class lower. I also verified them with some damage-triggered movers. I got 28|34|39|45|51 for powerlevel 1 - 5. So pretty much the same numbers, just rounded down.Note, that the real damage can be the double of those numbers (direct + splash). On powerlevel 5 you should be able to deal 102 damage with a direct hit.But in practice secondary fire doesn't improve with powerlevel. Charging your dispersion will alarm enemies and has a worse damage per ammo ratio. And unlike Gesbiorifle hurtradius isn't increased. In my opinion, primary fire even gets worse. Damage per ammo gets worse for powerlevel 2 and 3, and firerate massively sinks for powerlevel 4 (bad against Skaarj). So I don't collect powerups. If I had designed the dispersion, I would have let it consume as much ammo as powerlevel in primary fire mode and let it recharge faster for more maxammo.
Post Posted: 24 Nov 2012, 00:20
Post Posted: 24 Nov 2012, 01:16
Post Posted: 24 Nov 2012, 08:18
integration wrote:the secondary fire ... does direct damage to the hit actor and additionally splash damage with a hurt radius of 150 unreal units.
integration wrote:Normally a weapon/projectile, only does splash damage OR direct damage. Dispersion's secondary is the exception (Flak's secondary also, if you count the chunks as direct damage). For splash damage, all actors, whose middle lie in the the explosion radius (and isn't covered by level geometry), will suffer some damage. The dealt damage is multiplied by (1-distance/hurtradius). Distance is calculated as (actor's middlepoint distance - actor's & projectile's collision radius). Note, this is not the exact distance (actors are cylinders). It's often bigger (e.g. when you hit the ground near a tall enemy). Newer 227 version sometimes take (collision radius + collision height)/2 instead of collision radius. Another problem with splash damage is, that it can happen, that you directly hit very big enemies, but don't do any damage to them. Best example herefor is ASMD's secondary against Titans (Titan's collision radius & height is bigger than projectile's hurt radius, so Titan's middle is always outside of the hurt radius).
Post Posted: 24 Nov 2012, 08:49
UBerserker wrote:The Skaarj strangely react more to the secondary fire i.e. they like to dodge it compared to the primary fire (which makes their AI exploit with the "secondary fire triggering Skaarj dodge -> fire a primary bolt where they land" much more easier). If you still stay "behind" a wall even if the distance between you and the Skaarj is small, the Skaarj will eat it.
I also never use the Amplifier, it's a complete waste of time unless you're planning an intelligent ASMD combo against a group of Skaarj TROOPERS.
For the Slith or Titans just spam the secondary fire uncharged and you're set, slimeballs and multiple-type rocks are likely to get destroyed a lot, they are joke enemies most of the time. Except if you're in the water facing Slith, use the ASMD orbs instead.
Another DP exploit is being a complete ass and staying in a place where enemies will never find you or where nothing will never happen if you keep the game active for hours. Type slomo 25, see your DP ammo recharging at an ultra-fast rate, go back to Slomo 1 (or whatever is your speed), DP killing again. Up to you if trolling the law of time is a "cheat".
Post Posted: 24 Nov 2012, 10:46
Post Posted: 24 Nov 2012, 12:06
integration wrote:A projectile explodes, when its collision cylinder collides with the collision cylinder of a pawn (or a decoration or whatever) or with level geometry. ... The distance is calculated like the distance between 2 balls. But as mentioned before, all actors (=everything, which isn't a brush or mover) are cylinders. The cylinder covers all points, whose horizontal distance from the middle is less than collision radius, AND, whose vertical distance from middle is less than collision height. Here a small example, projected into 2D (that means cylinders become rectangles and balls become circles)projectile (pink cylinder): radius = 1, height = 1 target (blue cylinder): radius = 3, height = 5red crosses = middles / central pointsmiddle point distance = squareroot(4*4+3*3) = 5calculated distance = middle point distance - proj radius - target radius = 5 - 1 - 3 = 1The calculated distance is the distance between the green balls (=1), but not the distance between the red and blue cylinders (=0). If the hurtradius is 10, then only 90% damage is dealt, although you hit the enemy.
Post Posted: 24 Nov 2012, 12:17
NaPaliShore wrote:So if you're using secondary DP, don't go for headshots! Aim for the belly button!
Post Posted: 24 Nov 2012, 12:43
Post Posted: 24 Nov 2012, 13:02
Post Posted: 24 Nov 2012, 13:15
Mman wrote:Other weapons don't headshot, although some mods change that.
Post Posted: 24 Nov 2012, 13:43
Post Posted: 24 Nov 2012, 13:58
Post Posted: 25 Nov 2012, 00:42
integration wrote:Yes, Rifle and Razorjock can't do headshots to bosses (Titan, Queen, Warlord). On the other hand, their UT counterparts are boss killers. You have to aim for the topper 19 % of the pawns. When a Skaarj is in its sitting waiting position, you still can do a headshot, but you must aim above the head. Rifle does 100 instead of 45 damage. Razorjack even does 105 instead of 30 damage. Though with Razorjack, I can only do consistently headshots to Brutes, Slith and Mercenaries.
Post Posted: 25 Nov 2012, 01:03
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