<!--QuoteBegin-cortex+Jul 24 2004, 01:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cortex @ Jul 24 2004, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to further push the point... get your hands on a gun and try fire it underwater. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Did that, TFC 2fort map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I believe he means IRL.. I don't think most guns fire underwater, that might be why when you see movies about marines going through water they hold their gun above the water
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!
<!--QuoteBegin-kwikloader+Jul 24 2004, 12:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kwikloader @ Jul 24 2004, 12:16 PM)</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--> what
Becfause we all know that underwater play has a HUUUUUUUUUUUUUUUUUUUUUUUUUGGGGE impact on NS, right?
Look, marines can't use their big guns underwater, big deal, it's a difference between the two sides, machinery never really worked well when submerged anyways.
The idea behind giving aliens more versatility under water is to encourage them using the 'non-conventional' environments of a map, while binding the marines to the, well, dry routes. This limitation is, while not balanced in itself, in so far supposed to enhance the gameplay.
Off the top of my head, and I've got to admit that I'm not familiar with all maps anymore due to the wonderful timesink that these boards are, there's also a gameplay-significant water area in tanith.
Also, just because mappers don't make use of a feature doesn't mean it shouldn't be available.
<!--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-->Moebius Posted on Jul 24 2004, 12:11 PM I believe he means IRL.. I don't think most guns fire underwater, that might be why when you see movies about marines going through water they hold their gun above the water <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No - guns will fire underwater just at a much lower velocity due to the pressure differences between air and water, so rounds will travel slower/less distance. All that water wouldn't do the weapon that much good though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
On topic - Maybe only make the pistol work underwater and cap the ROF while in water so it's not overpowered but at least rines have a slight chance in water.
<!--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-->The water it waste hive is barley ankle deep, what other water is there in tanith?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Reactor Room
do alien projectiles work under water? if not, then do use the knife. since the alien has to come right up and execute a melee attack, you're pretty much even.. save for the fact that the alien's attack is much more powerful.
at any rate, I think this is a stupid idea. weapons shouldn't work underwater. I doubt they'll change game code just to accomodate some third-party map.
is it even a serious map? would be hard to think of a serious map that uses enough water to warrant such a change, not to mention that, well... if you stay underwater too long, you die anyway.
<!--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-->seriously i think there's coding built into the half-life engine that most weapons can't be fired underwater, except a few exceptions [e.g. crossbow in hl single player<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Of course not, it's in the MOD .dlls. All you have to do is disable the check for water.
Shooting guns underwater is just a tad unrealistic, and while NS is not a realism mod, it does try to at least play alongside conventional rules.
Guns CAN fire underwater, buts it very very bad, barrels and bullets aren't meant to travel through a liquid medium for any length of time, at best it'll clear the barrel and spin wildly out of control, at the same time rendering you deaf because of the compression wave that'll hit your eardrums...... while at worst the gun will explode because of pressure differentials, water blockage, striking pin malfunction, etc, probably taking out at least one limb or doing significant shrapnel damage to your body.
So its not a case of the gun not firing, more that no Frontiersman would be mentally deficient enough to try it. Despite what you might see on the servers.
Edit - no idea if Aliens can fire underwater... I'll have to experiment.
<!--QuoteBegin-kwikloader+Jul 24 2004, 01:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kwikloader @ Jul 24 2004, 01:16 PM)</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--> Marines own aliens everywhere on every map. At least give the aliens the chance to have an advantage on 1-2 marines underwater <span style='color:white'>Strike one.</span>
Besides theres only 1 official map that actually has water and non puddles, marines rarly go through it.
No need to call him a "Marine Stacking Bastard" he said his own personal reasons, which possibly means a map with a lot of water areas, such a map would be a nice change of pace from all the shotgun rushing
If you're intending to only balance "underwater play" then I suggest you alter your map to suit the foibles of the game, as opposed to demanding the game change around your map.
Marines have the clear advantage above ground due to ranged weaponry, so if I were in your position I would have largish areas where marines can set up killzones, connected by equally important submerged areas where aliens can rule unquestioned.
Its possible an alien COULD block a submerged path with OC/DC but in that case you need only make sure that every submerged path is within range of a suitable sieging spot.
In such a map marines would have to be careful to only engage on dry land, quickly and efficiently moving between these areas while aliens can ambush freely. It'd be a fairly defensive map if you made it equal parts water and land, so you're probably better off with a little bit of bias to the land in order to keep marine strats viable.
Another possibility is to create a substantial above ground vent system, so that marines with JPs would have the same freedom (if not greater) as the submerged skulks. That would be somewhat easier to balance but hellish to create.
Good luck on trying to do a somewhat non-conventional map, because it'd be nice to see, but at the same time consider that NS isn't designed to be an underwater combat game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
You would need the right kind of bullets to fire underwater. Plentiful oxygen is required for combustion, but you could use a different kind of reaction. All it has to do is provide lots of gas very quickly. Or use nanite-powered bullets <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The combustion happens in a dry area no matter where it is, because the powder is inside of the brass casing. And guns would most likely backfire if fired under water.
<!--QuoteBegin-Soylent green+Jul 24 2004, 03:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jul 24 2004, 03:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->seriously i think there's coding built into the half-life engine that most weapons can't be fired underwater, except a few exceptions [e.g. crossbow in hl single player<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Of course not, it's in the MOD .dlls. All you have to do is disable the check for water. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How would one go about disabling the check for water?
kwikloader i doubt u can switch some setting on to make it that in YOUR ns guns work fine underwater. maybe u could break into flayras house and hold him hostage or something.
avenger yes then we would need a new alien too ::SDS
Comments
Did that, TFC 2fort map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I wish to balance underwater play (for my own reasons) and it's currently not.
Please try to stay on topic here, thanks!
*edit* water really isnt a prevalent part of ns, I beilive that ive seen water deep enough on 1 map
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-->
what
Becfause we all know that underwater play has a HUUUUUUUUUUUUUUUUUUUUUUUUUGGGGE impact on NS, right?
Look, marines can't use their big guns underwater, big deal, it's a difference between the two sides, machinery never really worked well when submerged anyways.
Ditto.
Is this even an issue? The only map with a large underwater area is ns_bast, and very few people ever bother to go in the water anyway.
Good point nem...
Also, just because mappers don't make use of a feature doesn't mean it shouldn't be available.
I believe he means IRL.. I don't think most guns fire underwater, that might be why when you see movies about marines going through water they hold their gun above the water
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No - guns will fire underwater just at a much lower velocity due to the pressure differences between air and water, so rounds will travel slower/less distance. All that water wouldn't do the weapon that much good though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
On topic - Maybe only make the pistol work underwater and cap the ROF while in water so it's not overpowered but at least rines have a slight chance in water.
Reactor Room
I don't know if this will help, but you could try balancing it by creating little holes into the water where grenades can be fired into.
at any rate, I think this is a stupid idea. weapons shouldn't work underwater. I doubt they'll change game code just to accomodate some third-party map.
is it even a serious map? would be hard to think of a serious map that uses enough water to warrant such a change, not to mention that, well... if you stay underwater too long, you die anyway.
so who cares?
Of course not, it's in the MOD .dlls. All you have to do is disable the check for water.
Guns CAN fire underwater, buts it very very bad, barrels and bullets aren't meant to travel through a liquid medium for any length of time, at best it'll clear the barrel and spin wildly out of control, at the same time rendering you deaf because of the compression wave that'll hit your eardrums...... while at worst the gun will explode because of pressure differentials, water blockage, striking pin malfunction, etc, probably taking out at least one limb or doing significant shrapnel damage to your body.
So its not a case of the gun not firing, more that no Frontiersman would be mentally deficient enough to try it. Despite what you might see on the servers.
Edit - no idea if Aliens can fire underwater... I'll have to experiment.
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-->
Marines own aliens everywhere on every map. At least give the aliens the chance to have an advantage on 1-2 marines underwater <span style='color:white'>Strike one.</span>
Besides theres only 1 official map that actually has water and non puddles, marines rarly go through it.
he said his own personal reasons, which possibly means a map with a lot of water areas, such a map would be a nice change of pace from all the shotgun rushing
Marines have the clear advantage above ground due to ranged weaponry, so if I were in your position I would have largish areas where marines can set up killzones, connected by equally important submerged areas where aliens can rule unquestioned.
Its possible an alien COULD block a submerged path with OC/DC but in that case you need only make sure that every submerged path is within range of a suitable sieging spot.
In such a map marines would have to be careful to only engage on dry land, quickly and efficiently moving between these areas while aliens can ambush freely. It'd be a fairly defensive map if you made it equal parts water and land, so you're probably better off with a little bit of bias to the land in order to keep marine strats viable.
Another possibility is to create a substantial above ground vent system, so that marines with JPs would have the same freedom (if not greater) as the submerged skulks. That would be somewhat easier to balance but hellish to create.
Good luck on trying to do a somewhat non-conventional map, because it'd be nice to see, but at the same time consider that NS isn't designed to be an underwater combat game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Of course not, it's in the MOD .dlls. All you have to do is disable the check for water. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How would one go about disabling the check for water?
avenger yes then we would need a new alien too ::SDS