18 Jan 11, 06:02AM
(This post was last modified: 18 Jan 11, 06:03AM by Roflcopter.)
(18 Jan 11, 05:38AM)|BC|Wolf Wrote: Roflcopter, read the first post.
- How did you even measure spread?
I read the source code; I didn't "measure" anything. I am talking about SVN revision 6022 which I believe to be the latest.
(18 Jan 11, 05:38AM)|BC|Wolf Wrote: - In 1.1.0.4 you can set the FOV to max of 60, it's just that the description of the command was wrong.
I stand corrected. :)
(18 Jan 11, 05:38AM)|BC|Wolf Wrote: - Sniper damage is 83, not 84.
Yes, I see this now. But my point remains since you'd still only have 83 health after being shot and taking two medkits... So you still need 3 medkits after a single hit.
(18 Jan 11, 05:38AM)|BC|Wolf Wrote: - In a normal world, no one will plan to hit you two times with a sniper bullet. Google "sniper-pistol combo". With 1 helmet, you need 2 pistol shots.
I think you misunderstand. The situation is that a player A with sniper plays a player B without sniper. B pushes to A's flag but must attack A to do so. A inflicts one sniper shot on B before dieing. On reaching A's base, B will not be able to sustain a second sniper shot from A (who has now respawned) since he will not have found 3 medkits.
Basically, the main thing good teams notice in this game is that you need to kill a player twice to take that player's flag. The cases where this is not true, that team is likely defending poorly.
(18 Jan 11, 05:38AM)|BC|Wolf Wrote: - 6 shots with the AR isn't much. In fact, it's actually pretty fast.
The best players in the game approach 50% accuracy. In practise when engaging a sniper they are at range and so spread causes bullets to go wide.
In general, weapons should have less spread as it adds a luck factor which is unacceptable at a high level of play. The exception being a sniper which should be weak close range (hence the high unscoped spread).