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Old 09-24-2009, 03:26 AM   #1
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soldiers rocket speed

while falling, the soldier shoots rockets that almost instantly are passed by him. wouldnt it make alot more sense if the rocket gets its own velocity+velocity of the person who shot it? the current way makes no sense

i understand the extreme effect this would have on rocket jumping on those skill maps, but imo it would be 1231231x better like this

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Old 09-24-2009, 04:54 AM   #2
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no rocket jumping?

fuck that.
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Old 09-24-2009, 05:11 AM   #3
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Quote:
Originally Posted by reaper18 View Post
no rocket jumping?

fuck that.
No reading or thinking?

Right on.

This'd actually make quad skill maps super easy, as the timing would be the same for every shot (shoot just before you hit the ground). But, I'm not sure it'd be useful in normal combat and/or worth ruining RJ skill maps/techniques for.
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Old 09-24-2009, 05:13 AM   #4
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No reading or thinking?

Right on.
Shit. Sorry.
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Old 09-24-2009, 05:16 AM   #5
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What happens if you're falling at 1000ups and shoot directly up? Does the rocket stay still?
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Old 09-24-2009, 05:18 AM   #6
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What happens if you're falling at 1000ups and shoot directly up? Does the rocket stay still?
Presumably it'd only add the player velocity in the direction of the rocket being shot (if you shoot down, it'd only add your downwards player velocity; if you shoot up, it'd only add your upwards player velocity [which would be zero if you were falling down]).

Or something.
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Old 09-24-2009, 01:21 PM   #7
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Quote:
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What happens if you're falling at 1000ups and shoot directly up? Does the rocket stay still?
well i assume that the game is like real life and you dont keep gaining speed forever, but rather you would fall faster and faster until you are going x mph and then stop moving any faster.

main reason why i actually want this is because in skill map it kills me to not be able to shoot faster than i fall. i cant imagine why something that is rocket propelled would move slower while falling than just a regular person who is falling
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Old 09-24-2009, 04:06 PM   #8
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well i assume that the game is like real life
in my street all people are bunnyhopping or run with a AC arround.
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Old 09-24-2009, 07:06 PM   #9
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Quote:
Originally Posted by CocaCola View Post
main reason why i actually want this is because in skill map it kills me to not be able to shoot faster than i fall. i cant imagine why something that is rocket propelled would move slower while falling than just a regular person who is falling
Though yes, the current system doesn't reflect realism, an entire community has been built around how rockets function in these games. There'd be little to no challenge in these skill maps with the system you'd implement, as you'd always simply shoot down when you're close.

RJ skill maps are designed (typically) to force the player to maximize the use of their rockets, be able to juggle themselves by firing ahead of time, and timing between their juggles so as to be able to reload inbetween (for those harder, longer maps).


But, if it were about realism, then a lot of things would need to be changed on rockets. Not only adding the initial velocity of the player to the rocket's velocity, but also adding an acceleration factor to said rocket. Ours travels at a constant rate.
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Old 09-24-2009, 09:36 PM   #10
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Though yes, the current system doesn't reflect realism, an entire community has been built around how rockets function in these games. There'd be little to no challenge in these skill maps with the system you'd implement, as you'd always simply shoot down when you're close.

RJ skill maps are designed (typically) to force the player to maximize the use of their rockets, be able to juggle themselves by firing ahead of time, and timing between their juggles so as to be able to reload inbetween (for those harder, longer maps).


But, if it were about realism, then a lot of things would need to be changed on rockets. Not only adding the initial velocity of the player to the rocket's velocity, but also adding an acceleration factor to said rocket. Ours travels at a constant rate.
but you pass the rockets when you are falling down! it makes no sense and its a giant pain in the ass to time it right
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Old 09-25-2009, 02:06 AM   #11
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Quote:
Originally Posted by CocaCola View Post
but you pass the rockets when you are falling down! it makes no sense and its a giant pain in the ass to time it right
but it is possible, and takes time and practice.
Add me on steam (destroya18 )
Id be more than happy to teach you what i know

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Old 09-25-2009, 04:04 AM   #12
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how bout giving us the server owners and map makers the ability to change rocketspeed through lua? Let us be the judge of when, where, why and how we to put it to use, ya know like rocket damage already is.
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Old 09-25-2009, 05:48 AM   #13
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how bout giving us the server owners and map makers the ability to change rocketspeed through lua? Let us be the judge of when, where, why and how we to put it to use, ya know like rocket damage already is.
Yeah, how 'bout it.
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Old 09-25-2009, 06:49 AM   #14
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Changing rocket speed via LUA has too many negative side effects. It's not harmless like changing the team name or, as I've once suggested, being able to change class names. (/me glares at Squeek.)

It'll go from wanting to change rocket speed to wanting to change sentry gun rotation speed, to wanting to change bunny hop speed, 'till blah and blah and blah let's make a new mod within a mod, until every damn server is radically different from the next and no one wants to play the damn game in general because of how inconsistent the game would be and how often they would have to readjust.

Not to mention, servers are divided NOW by trivial server rules. Could you imagine how badly people would bitch and moan at one another in comparison of their servers if FF became that modable? You guys restricted bunny hop? You're a bunch of failures! Yeah, well you guys slowed the rocket speed. What'samatterwitchew, you guys too noob to combat soldiers? Fuck bothchew guys. We got increased bunny hop here and increased rocket speed. Only the best, fuck the rest! Hauh.. Hauh.. I just edited my server so the sentry gun fires sniper rounds at people.. Hauh.. Snortlaugh.. Hauh.

It's just giving too much power to those who wouldn't consider its consequences, both on the community, on how the game plays, and how well the game plays, both in theory and technicality.

(OFF TOPIC, MOVE IT TO Medic's THREAD IF IT'S A PROB)

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Old 09-25-2009, 07:36 AM   #15
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or changing rocket push force even. talk about being abused, its running rampant. no two servers are running the same value which in turn is starting to make the game play utterly crumble. theres no base gameplay everyones running around clueless as to how far their rocket will propel them. not to mention the endless searching for a server that hasnt corrupted the ff experience... Its all those damn irresponsible FF server ops and mappers fault.

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Old 09-25-2009, 07:48 AM   #16
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Originally Posted by StrYdeR View Post
or changing rocket push force even. talk about being abused, its running rampant. no two servers are running the same value which in turn is starting to make the game play utterly crumble. theres no base gameplay everyones running around clueless as to how far their rocket will propel them. not to mention the endless searching for a server that hasnt corrupted the ff experience... Its all those damn irresponsible FF server ops and mappers fault.

How is it our fault(mappers)?
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Old 09-25-2009, 07:52 AM   #17
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*insert false dichotomy arguement here*
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Old 09-25-2009, 07:52 AM   #18
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Quote:
Originally Posted by StrYdeR View Post
or changing rocket push force even. talk about being abused, its running rampant. no two servers are running the same value which in turn is starting to make the game play utterly crumble. theres no base gameplay everyones running around clueless as to how far their rocket will propel them. not to mention the endless searching for a server that hasnt corrupted the ff experience... Its all those damn irresponsible FF server ops and mappers fault.
Exactly. Did you just answer your own doubt?
@Ricey: It could be their fault because they edit the LUA.
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Old 09-25-2009, 08:30 AM   #19
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I think he was attempting sarcasm.

I will say that allowing any form of server-side gameplay customization has a risk associated with it, but exposing things like weapon damage and push forces can lead to new and interesting gametypes not possible without that customization (see dm_squeek, sa_extreme, quad maps, etc). Rocket speed and other things of that nature don't need to be tweaked to come up with new gametypes.
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Old 10-01-2009, 12:23 AM   #20
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I can think of 5 instances rocket speed could be tweaked to create a unique map type off the top of my head including a slight Squeek mod turning it into a sort of dead on accuracy mod to the gameplay. something where rockets pop you up lower, and move faster for some quick precise squeek battles.

3 more ideas came to mind to make use of rocket speed while typing the above. Bottom line is rocketspeed as with all changes through lua are map specific. If someone did decided to add faster rockets to a stock map like openfire, #1 theyve the right to do so #2 people would notice the change pretty quickly and the server op would be forced to make changes or live with an empty server. Same as now.

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