Knife Knockback Physically Ridiculous
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
We've all been knifed before, but getting knifed as a higher lifeform can be annoying, if not a serious threat. The reason is because the knife knockback appears to affect all lifeforms the same. An onos and a fade both get knocked severely, and is very disorienting when hit with successive knife shots. Given the speed of the knife, it's downright threatening in some situations.
I don't suggest decreasing the damage, but at least scale the knockback given the organism. Onos' and fade should not budge from a knife stab.
I don't suggest decreasing the damage, but at least scale the knockback given the organism. Onos' and fade should not budge from a knife stab.
This discussion has been closed.
Comments
I proceded to gore him to death in short order, but it was rediculous how badly I was moved. =/
Edit: He said Juggle, tee hee!
Eh, I'll complain anyway. Knockback is evil. Try skulking a bunnyhopping marine with a lvl 3 gun and armor who also has 200 fps and you will learn to hate knockback more than life itself.
No more Onos juggling.
Eh, I'll complain anyway. Knockback is evil. Try skulking a bunnyhopping marine with a lvl 3 gun and armor who also has 200 fps and you will learn to hate knockback more than life itself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
god you must really love this game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
anyways heres some tips:
1) marines cant bunnyhop, what you see is a combination of strafejumping and "normal jumping" etc. all meant to evade your bites.
2) dont try to skulk a full upgraded marine, you lose (unless u got leap+some luck)
3) how does fps have anything to do with this? other than it perhaps marginally affects the lenght of the marines "flight".
anyways dont **** about others peoples hardware, they paid for it.
4) afaik knockback always pushes the target to your forward left.
Fps affects rate of fire? Is this confirmed yet?
JP+Knife = no onos can block the corridor because you literally knock them away so you can simply fly by with, maybe, one gore hit on you.
Yeah right , we should get 1.04 style jetpacking back , rich people deserve to own the poorer ones.
That should soon be followed by a *squish* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
The HL engine is capped at 100 fps... So a marine with 200 fps impossible.
And have you though about what your complaining about?
-The lowest alien life form cant kill a fully ugrade marine easily...
Well I think the devs better get on this... There is no way that a higher tech should beat a lower tech most of the time... its just not right...
The HL engine is capped at 100 fps... So a marine with 200 fps impossible.
And have you though about what your complaining about?
-The lowest alien life form cant kill a fully ugrade marine easily...
Well I think the devs better get on this... There is no way that a higher tech should beat a lower tech most of the time... its just not right... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's not imposible, try dev 1 in console... I can get about 240-280 fps.
The HL engine is capped at 100 fps... So a marine with 200 fps impossible.
And have you though about what your complaining about?
-The lowest alien life form cant kill a fully ugrade marine easily...
Well I think the devs better get on this... There is no way that a higher tech should beat a lower tech most of the time... its just not right... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's not imposible, try dev 1 in console... I can get about 240-280 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You do know that the HL engine only renders 100 fps, right? In short, developer 1 simply lifts the cap so that it shows how much fps you *would* get. As the name suggests, <b>developer</b> mode allows developers to see what areas are fps chokepoints and the sorts. You don't get more than 100 fps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
But they know... they definately know.
Didn't know they went to the left. I always thought they knockbacked randomly. But this would explain why my fights go so horribly - I always turn to the right after biting a leaping marine.
Oh boy oh boy I can't wait til the weekend when I can knockback some newbies. . .
Eh, I know I'm still off topic. But we all know that knifes are messed.
UNCHAIN THE CHAMBERS!
Me = Onos. Map = Hera. Location = Landing Pad. Opponent = Knifing Marine.
Given the topic, I think we can figure out what happened next, needless to say, it resulted in a lot of OMFGLOLs, ROFLs, and LMAOs. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Fps affects rate of fire? Is this confirmed yet?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, it has been tested with the help of the HLSDK. It doesn't work as you'd expect, it has a periodic behaviour with larger amplitude for small framerates, meaning that framerates have the biggest effect when they are small. The highest and lowest rates of fire are found at the lower end. I'll see if I can find the little experiment.
Here we go:
<a href='http://www.fortress-forever.com/fpsreport/' target='_blank'>http://www.fortress-forever.com/fpsreport/</a>
I've yet to see ANY shread of a proof of this. I know for a fact that it swaps buffers roughly as many times per second as it claims your FPS is and I checked that glBegin is called in between the calls to swapping the buffer. Meaning it renders _something_ for each frame it claims to be. I used an openGL wrapper and QueryPerformanceTimer (high resolution timer, include windows.h) to check this.
I do not know if it renders identical frames but I cannot see any reason that it should, in my eyes it would be harder to make it render identical frames if you exceed 100 FPS than it is to just uncap it, I don't see why this would be the case. If I can be bothered I'll check if the direction of the players view actually changes each frame(I'll use +right to keep the player spinning continuously, thus avoiding problems with the mouse being polled 200 times per second max(on PS/2 and 125 times/s on USB)).
Yeah right , we should get 1.04 style jetpacking back , rich people deserve to own the poorer ones. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
thats not very relevant since the 1.04 fps behaviour was a "bug"?
even if it wasnt its fixed now, fps only affects your jump height and lenght & rof [and obviously the smoothness of the game]. but not enough to be game-breaking. and not enough to allow someone to complain about it. if you die to something because you happened to fly into a big room and your fps fell to 5 and your speed decreased by 40% then i guess its acceptable. but if you say "i died to the guy because he bhopped/shot at me with 200 fps, lame! then your just b-tching.
of course its easier to play with 100 fps than with 30, i played ns for a year with 20-40 fps you know.
I don't suggest decreasing the damage, but at least scale the knockback given the organism. Onos' and fade should not budge from a knife stab. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A G R E E D
Was just gonna post a new thread about this but found your post.
Fades and onii are the <i>only</i> ones who can <span style='color:yellow'>cause</span> knockback, fade knockback <span style='color:yellow'>pulls</span> in and down and onos knockback <span style='color:yellow'>pushes</span> up and away.
Fades and onii are the <i>only</i> ones who <span style='color:yellow'>cannot receive</span> knockback
I cannot say it any simpler than that. The reason to add knockback is overrated an borked by the playtesting procedure. There are simpler and more logical solutions to balance. If anything I want to see the fade have an inverse knockback (pulls enenmy in), especially when you analyize the the motion. Physics pwns, don't disrespect it by ignoring. HL2 pwns the in physics department which alone is enough to make it better than the Doom3 engine.
Fps affects rate of fire? Is this confirmed yet? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes
Only client side. You can appear to unload all your bullets faster, but all the calculations are done server side, so you don't actually gain anything.
It's listed and confirmed in the BT.
Edit:
Oh hell, there's a page 2. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Meh. Nothing wrong with re-iteration.
Most people can't tell the difference over 100 because of the low refresh rates on their monitors.