Do Jetpacks Really Work Off Of Your Fps?
thermonuclear
Join Date: 2004-06-21 Member: 29450Members
<div class="IPBDescription">If so. This must be changed.</div> Is it true that jetpacks get better if you have more FPS?
Because, I've seen people stay in the air INDEFINATELY with jetpacks. And they said it was because they have UBER - FPS and if you have enough FPS you can stay in the air forever with jetpacks.
I tried to do it, I couldn't.
So, is it true jetpacks get better with more FPS? If so then having ALOT of FPS is like hacking. Lol. It should be changed to either you can't stay in the air forever or you can. No more "If you have more FPS you get unfair advantage and can fly forever, but if you dont have godlike FPS your screwed"
Unless of course, maybe this is how the NS team wants it.
Or, maybe theres no way to fix this problem?
Post your comments!
Because, I've seen people stay in the air INDEFINATELY with jetpacks. And they said it was because they have UBER - FPS and if you have enough FPS you can stay in the air forever with jetpacks.
I tried to do it, I couldn't.
So, is it true jetpacks get better with more FPS? If so then having ALOT of FPS is like hacking. Lol. It should be changed to either you can't stay in the air forever or you can. No more "If you have more FPS you get unfair advantage and can fly forever, but if you dont have godlike FPS your screwed"
Unless of course, maybe this is how the NS team wants it.
Or, maybe theres no way to fix this problem?
Post your comments!
This discussion has been closed.
Comments
Or, can anyone do it now?
I'm pretty sure it is a a vertical force vector (ie why you accelerate if you can hold it down longer)
One tip I might add is you give a good strong blast on takeoff and then short, rapid little burst to maintain altitude but not loose as much of the "afterburner"
all the version 2.xx versions have this "infinite jetpack fuel" bug fixed.
you could try and do what agentx5 said, using a powerful boost to get you into the air and further rapid bursts to maintain your altitude, however, you will eventually run out of jetpack fuel, as one of the fixes to the "infinite JP fuel" bug was to stop the JP from regenerating fuel in mid-air
As a rine I could stay in the air way longer than most marines.
Also building was linked to fps, and I could put them turrets up in no time.
Same with building for the aliens.
I dont recall if it was linked to skulk leaping though, but there was alot of killing a turret in 1 leap back then.
As a rine I could stay in the air way longer than most marines.
Also building was linked to fps, and I could put them turrets up in no time.
Same with building for the aliens.
I dont recall if it was linked to skulk leaping though, but there was alot of killing a turret in 1 leap back then. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's because leap damage was multiplied by your fps. Thus came the "oogmgomgomgogm h4x0r l34p!11"
So the answer is yes
JP's were made so that FPS weren't such a determinant, but it still definately helps a butt load.
Next, FPS also helps:
bhop speed
your ROF
registration of your attacks... etc. etc.
HL engine limits you to 100fps
Also, i'm not sure if this is a bug but climg on a ladder with a jetpack and get right to the top of the ladder, then just hold +jump down, you get a massive boost off the ladder, it's great <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
And if you have lots of FPS you shoot faster, dealing damage faster.
Damn... FPS owns
And if you have lots of FPS you shoot faster, dealing damage faster.
Damn... FPS owns <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lies. All lies.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My netgraph 3 says 100-150, don't care if that's the real value or not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Set developer "1" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My netgraph 3 says 100-150, don't care if that's the real value or not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Set developer "1" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
max_fps 101, then you'll see your real FPS <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My netgraph 3 says 100-150, don't care if that's the real value or not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Set developer "1" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And watch as you should see all the OTHER things you cause with developer 1. Using cvars you don't know the implication of is bad, m'kay? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Shockwave
FPS holds no bearing on Jetpacking, build speed, leap damage, or so on after 2.0.
And for the last time, developer 1 does NOT push your fps over 100, it simply shows you a listing of pseudo-fps, so a developer can walk around a level and get a relative feel for trouble spots, on slower cards. The actual engine is locked to 100fps, maximum.
Now then, as the question appears quite answered.
<span style='color:red'>*LOCKED.*</span>