Ok, I've had several e-mails now reguarding the accuracy of all weapons, that being they are too accurate when crouching / first shot.
So, I've spent a day playing with the weapon spreads, and added spread gain to strafing & running, as well as the normal turning. In other words, any time you are moving, your accuracy will go down (signified by the size of your cross-hair) previously, this was only effected when rotating left/ right or vertically.
This is what the next beta version will be like, it will be fairly easy to change back, if the concensus is that its not fun, but then again its not fun being sniped by a Henry 1/2 a mile away ;)
It should mean that we will have more close up battles. expect an e-mail today sometime with details about the new beta.
about weapons i have notice 2-3 times that in very close fights where the 2 fighters nealy touch eachother the henry of the opponent didn't hurt me at all whereas that my own singlegun worked good. Well i think it's pretty realistic cause you can't have near fights with a riffle but i just wondered whether it is a planned behaviour of the game?
Good to hear Hewster, Kind of fustrating to be hit by a dude that is pogo dancing. If your jumping like a mexican bean ya truly should have lousy aim.
Good to hear, this will help me to shoot down "Wild West DK" at least once in a game :rock:
Btw. Is this idea old ?? : If a medic leaves a bottle at ground, is it possible or hard to realize that when i am firing at this bottle that this bottle will explode like i throw it ???
Ooohhhh Sneaky Pooh, I like the concept (baited health traps) but the linger time of moltovs should definately be shortened before this gets worked in.
& yes, it 'might' help us against him 'might'...:rolleyes:
ok.. point by point.
I have found after mucho testing, that there seems to be a slight problem with the anti-lag code in RtCW, when I run a game on my PC, and connect again with another instance of WW (ie I have 2 players in the game from the same PC) my ping is 0, when I fire at myself :/ with anti-lag on, it only seems to actually hit 50% of the time !, where as if i turn anti-lag off and repeat the test, I get 100% hits... so in conclusion there is something wrong with the anti-lag (yes I have tested with vanilla wolf too, with the same result)
Now then.. if I join LoneWolf, with 2 instances of WW (ie i have 2 players on the server) I couldn't re-produce the error, so either its only a problem when players have 0 ping, or its just more evident with a very low ping.. either way I think this is the problem that some players have experianced with bullets passing through players. Until I figure out WTF is going on, I think I'll have to turn of anti-lag on lonewolf.
Accuracy in the next beta.... I've setup server Cvars that will allow me to adjust accuracy while we test (no need to re-compile) so with a good session we can get the best balance for accuracy :)
MMM explodable bottles.. mm maybe.. I've reduced the time it takes for them to sink to about 12 seconds, so the battle field should look less like beer boys camp site ;)
WildWest dk, is good, but his tactics are flawed.. TIP if you are unlikely to win against a certain player cos his accuracy skills are better than yours, DON'T GO HEAD to HEAD with them ;) use you're brain, change tactics do something they are not expecting.. hehe.. learn to creep & open doors silently (when walking, if you open a door, it will open silently)
lol :D, it won't help at me Hewster. Whatever you do I will always find a way to sneak you up and give you one of thoose new molotov. hehe :moon:
hehe, not if I flame you first :)