Navy Seals use MP5's with sealed chambers and threaded barrels that can fire just fine under water (if need be) and don't take water damage. As far as changing this in NS I can't help you.
edited for calirty, made it sound like SEALs went around having fire fights under water.
They should make gls shoot underwater because 1) it makes sense realistically (the delivery system is pneumatic - that should work underwater) and more importantly 2) it makes it possible to kill those damn gorges who built dcs in the bast tunnel!! that is THE most annoying gorge hangout in ns.
<!--QuoteBegin-dr.d+Jul 24 2004, 06:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ Jul 24 2004, 06:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Navy Seals use MP5's with sealed chambers and threaded barrels that can fire just fine under water (if need be) and don't take water damage. As far as changing this in NS I can't help you.
edited for calirty, made it sound like SEALs went around having fire fights under water. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> All rifle barrels are threaded so the bullet spins when it exits the barrel so it is straight and accurate. Also the bullet would probably sink after 100 feet since bullets weigh more than water, plus there is A LOT more friction in water than air.
<!--QuoteBegin-Ballisto+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They should make gls shoot underwater because 1) it makes sense realistically (the delivery system is pneumatic - that should work underwater) and more importantly 2) it makes it possible to kill those damn gorges who built dcs in the bast tunnel!! that is THE most annoying gorge hangout in ns.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The deliver system ISN'T pneumatic, notice the bullet and the shell when you load it? The grenades would move 5 feet, sink, and blow you up with the shockwave.
<!--QuoteBegin-Forlorn+Jul 24 2004, 09:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 24 2004, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think about weapon balistics when firing a gun; you aren't standing on ground so you push yourselves backwards through the water. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> He's right. You'ld pretty much push yourself backwards then blow yourself up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yes, alien projectiles can be fired under water. That's why hiding in the bast water tunnel as a gorge is so effective. Snipe them marines <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
The main focus here is that you have to change your map for the mod, and not try to change the mod for the map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Necrosis+Jul 26 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Jul 26 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And yes, I'm firmly of the opinion that this is a case where the map needs to fit the game as opposed to the other way round.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you'll re-read the topic <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What could "a server op change" (cvar or coding) to allow a marine's gun to fire underwater? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you'll notice where this was am inquiry regarding the setting of a cvar or perhaps even an existing entity of the map. It certainly wouldn't be within the scope of a "server op's" ability to actually change the game as you keep mentioning, now would it? If this is the perception you have, rest assured that is not what I expect.
lorn are you saying rines should be able to propell backwards when shooting while crouch jumping? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> yay lmg induced knock back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I think that it is fair that marines cant shoot underwater. I mean skulks can bite, and to bite, he must come near you. In underwater, the moveing opportunities are fair. And you can still use your knoife. So all things are fair in underwater. And nature doesnt look at if it is so fair or not, human always finds the way anyway... No need to use firearms in underwater... Fades and gorges cannot shoot too underwater?
GrendelAll that is fear...Join Date: 2002-07-19Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<!--QuoteBegin-Forlorn+Jul 25 2004, 03:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 25 2004, 03:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think about weapon balistics when firing a gun; you aren't standing on ground so you push yourselves backwards through the water. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> F=MA
Guns do not push you backwards by any significant amount. Shotguns do not make people fly through the air when they get shot.
HEAVY SMG Round (e.g. .45) = 0.004kg
Fairly light Human Male with minimal equipment = 90kg
In other words, a human is approximately 22,500 times heavier than the bullet they are firing. To suffer significant recoil from a weapon (sufficient to displace a human being), you need to be firing either a projectile that is somewhere around 50 grams at the same speed or firing the same projectile at around ten times the muzzle velocity.
Morale of the story:
<b>Being able to bunnyhop is useless in real life. Knowledge of the HL Physics engine does not equate to a grasp on reality. </b>
With regards to the original question:
I'd love to see more maps that make use of unusual terrain/welds/architecture, particularly ones that present both opportunity and danger in equal meassure. Remember, a Frontiersman may not be able to fire his LMG whilst underwater, but shooting skulks in deep water is cake, providing it isn't too murky.
<!--QuoteBegin-Ollj+Jul 26 2004, 09:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jul 26 2004, 09:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only weapon that can be fired under water, apart from knife, mines and hand grenades, will be the flamethrower. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I didn't post this to open a debate on rl, if you'll read the original post. I wish to balance underwater play (for my own reasons) and it's currently not. Please try to stay on topic here, thanks! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On the map I am building it is an issue, and the mapping forum has been of little help. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, change your map. It'll be hard but thats why level designers are paid money to make complicated maps that fit the game rules. Otherwise few games would be released as the level designers say "I've a cool map idea, but the game engine won't allow me to have zero g underwater bubbles that can collide and split as people move around in them" and the devs try to dance to their tune.
What would be the point of a cvar designed to alter the gameplay so that ONE SINGLE MAP becomes lass hassle to create?
Don't take it the wrong way, because we all love quirky maps that require a bit of wit to use, but at the same time I find it a bit silly that the whole game should hinge on one map requiring a cvar.
<!--QuoteBegin-Grendel+Jul 26 2004, 10:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ Jul 26 2004, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With regards to the original question:
I'd love to see more maps that make use of unusual terrain/welds/architecture, particularly ones that present both opportunity and danger in equal meassure. Remember, a Frontiersman may not be able to fire his LMG whilst underwater, but shooting skulks in deep water is cake, providing it isn't too murky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is exactly what I have in mind, something unique. Thanks for the support.
Comments
edited for calirty, made it sound like SEALs went around having fire fights under water.
edited for calirty, made it sound like SEALs went around having fire fights under water. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
All rifle barrels are threaded so the bullet spins when it exits the barrel so it is straight and accurate. Also the bullet would probably sink after 100 feet since bullets weigh more than water, plus there is A LOT more friction in water than air.
<!--QuoteBegin-Ballisto+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They should make gls shoot underwater because 1) it makes sense realistically (the delivery system is pneumatic - that should work underwater) and more importantly 2) it makes it possible to kill those damn gorges who built dcs in the bast tunnel!! that is THE most annoying gorge hangout in ns.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The deliver system ISN'T pneumatic, notice the bullet and the shell when you load it? The grenades would move 5 feet, sink, and blow you up with the shockwave.
He's right. You'ld pretty much push yourself backwards then blow yourself up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yes, alien projectiles can be fired under water. That's why hiding in the bast water tunnel as a gorge is so effective. Snipe them marines <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
The main focus here is that you have to change your map for the mod, and not try to change the mod for the map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Remember, bullets enter the body through the chest and can leave through the foot. Water is just as good at sending bullets all over the shop.
There's conflicting reports on whether the compression wave is loud enough to take out an eardrum - I'd not be keen to find out.
And yes, I'm firmly of the opinion that this is a case where the map needs to fit the game as opposed to the other way round.
If you'll re-read the topic <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What could "a server op change" (cvar or coding) to allow a marine's gun to fire underwater? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you'll notice where this was am inquiry regarding the setting of a cvar or perhaps even an existing entity of the map. It certainly wouldn't be within the scope of a "server op's" ability to actually change the game as you keep mentioning, now would it? If this is the perception you have, rest assured that is not what I expect.
And nature doesnt look at if it is so fair or not, human always finds the way anyway... No need to use firearms in underwater...
Fades and gorges cannot shoot too underwater?
F=MA
Guns do not push you backwards by any significant amount. Shotguns do not make people fly through the air when they get shot.
HEAVY SMG Round (e.g. .45) = 0.004kg
Fairly light Human Male with minimal equipment = 90kg
In other words, a human is approximately 22,500 times heavier than the bullet they are firing. To suffer significant recoil from a weapon (sufficient to displace a human being), you need to be firing either a projectile that is somewhere around 50 grams at the same speed or firing the same projectile at around ten times the muzzle velocity.
Morale of the story:
<b>Being able to bunnyhop is useless in real life. Knowledge of the HL Physics engine does not equate to a grasp on reality. </b>
With regards to the original question:
I'd love to see more maps that make use of unusual terrain/welds/architecture, particularly ones that present both opportunity and danger in equal meassure. Remember, a Frontiersman may not be able to fire his LMG whilst underwater, but shooting skulks in deep water is cake, providing it isn't too murky.
lol
that would be hot (no pun intended :-p)
I think it's the same withe very mod, you just can't fire underwater. *cry*
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
I didn't post this to open a debate on rl, if you'll read the original post.
I wish to balance underwater play (for my own reasons) and it's currently not.
Please try to stay on topic here, thanks!
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
On the map I am building it is an issue, and the mapping forum has been of little help.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, change your map. It'll be hard but thats why level designers are paid money to make complicated maps that fit the game rules. Otherwise few games would be released as the level designers say "I've a cool map idea, but the game engine won't allow me to have zero g underwater bubbles that can collide and split as people move around in them" and the devs try to dance to their tune.
What would be the point of a cvar designed to alter the gameplay so that ONE SINGLE MAP becomes lass hassle to create?
Don't take it the wrong way, because we all love quirky maps that require a bit of wit to use, but at the same time I find it a bit silly that the whole game should hinge on one map requiring a cvar.
I'd love to see more maps that make use of unusual terrain/welds/architecture, particularly ones that present both opportunity and danger in equal meassure. Remember, a Frontiersman may not be able to fire his LMG whilst underwater, but shooting skulks in deep water is cake, providing it isn't too murky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is exactly what I have in mind, something unique. Thanks for the support.