Anyway.. .did you notice that in 2.25 when you shoot an unguided rpg (not holding the mouse button), it shoots a little to the right from the target cross. (I need to test that again)
when i played rev 48 - my accuracy seemed epic. nao yesh, everything is slightly to the right. and in that game i was the mountain king of awesomeness.
smg 2 without accuracy upgrade seemed very very lethal, i dont know if this is changed or a bug but i could snipe people with it by just tapping fire
well the problem is - the coders dont talk to scripters who dont talk to modellers who dont talk to mappers who dont talk to anyone. so what was the problem again ? nobody knows what where is broken.
This is what we know: http://www.empiresmod.com/bug_tracker/view_all_bug_page.php You can consider everything else as not known. Also wrong section, ima move the thread.
Isnt it related on how you fire? smg is supposed to be a high caliber, low accuracy. But if you are crouching the first shoot can be very accurate and lethal. 2.24 behaves the same. I only use smg2 in 2.24 for eng and scouts. smg1 is more accurate but it takes a lot of bullets to kill someone.
well you gotta consider that blizzerd believes that you shouldnt hit anyone at 10m accurately with SMGs
blizzerd believes in many things, like really loads of things, probably too many things - thats why hes not allowed to go outside.
This is soooo true! This is why we can hit 120 MPH in an apc with scout speed. Initially i thought it was a bug but it turns out that we are testing with these crazy modifiers for skill stacking...
We talk plenty, you guys aren't experts on the matter, you're testers who dont talk to any of us. This is what testing is for. To find bugs and fix them.
Dont confuse your testers then: I was playing yesterday and SIP started to change all the skill stacking modifiers and showed me that the current values are a little exaggerated. We had 1 shot kills with rifleman with weapon damage skill, indestructible tanks with grenadier increased armor and 120 mph apcs with scout speed. Can we please have the final balanced values for skill staking in the testing server so we don't waste time thinking that this there is a bug when a freaking heavy tank zooms by at 90 MPH? I already had an entry in mantis about this and that will cause the developers to start chasing this issue and wasting their time.
I just tested very high and very low values. This is the easiest way to test this. All values worked perfectly and now the default values are enabled again (20% damage/armor/cooling/speed).
Don't worry. It is completely adjustable with cvars. And by default the skill is only taken from max. 2 players (speed only 1 player). Have to check if it's actually switched on by default. And don't start again the discussion about overpowered 8APCs, because they don't exist with the default values.
you guys are mean, also i won against a proned rifleman with a rifle as engineer with revive and smg2 while crouching the distance was district be start spawn T section (my location) to be's 3th flag in the T section facing middle (his location) well, actually i did not won, but i was half health already when the fight started, and he was full health at the start and only 6 hp at the end of it so if i had my full health, i would have won hands down