Question about mortar resists.

Discussion in 'General' started by .:.HeXi.:. emcalex329, Apr 19, 2010.

  1. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

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    Why does the rifleman have 0 mortar resist, while engineers and scouts have 0.10 or whatever?
    I understand the gren buffed resist, but ffs, why do engies and scouts endure mortars better than riflemen now.
     
  2. OuNin

    OuNin Member

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    riflemen have it coming
     
  3. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    All the extra rifle ammunition the riflemen carry poses a safety hazard. When a mortar goes off near him, the powder in the bullets explode and damages him.
     
  4. blizzerd

    blizzerd Member

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    ammunition exploding outside a barrel for whatever reason gives the same effect as a loud firecracker

    totally harmless unless you hold it in your hand
     
  5. LordDz

    LordDz Capitan Rainbow Flowers

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    Cause the rofflewhore kills so much faster?
     
  6. pickled_heretic

    pickled_heretic Member

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    As usual, the developers made a bunch of big changes when they should be making small ones.
     
  7. Foxy

    Foxy I lied, def a Forum Troll

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    Lol no.
     
  8. Senor_Hybrido

    Senor_Hybrido Member

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    Maybe it has to do with the fact that roflmen have extra armour in place of the 4th weapon.
     
  9. pickled_heretic

    pickled_heretic Member

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    I would call you stupid, but I suppose you don't have any way of knowing that the rifleman "armor" is a farce. The scripts resists values for riflemen ARE the armor... the 4th slot item is supposed to be a graphical indication that rifleman have an innate resist that is listed in the scripts.
     
  10. Ikalx

    Ikalx Member

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    That's random. As I understand it, only gren's should have any kind of resist, the rest should have 0 like the rifleman...otherwise that just puts them on a level playing field, which shouldn't happen.
     
  11. Dubee

    Dubee Grapehead

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    Which is for bullets not explosives.
     
  12. pickled_heretic

    pickled_heretic Member

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    I know you're in love with the new mortar (other than the particles). I agreed with you that in 2.24 riflemen were too dominant for various reasons, but the changes were too extreme, and it makes little sense that the rifleman has LESS resists than all the other classes.
     
  13. Dubee

    Dubee Grapehead

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    It's actually the old mowtar. I dunno if I agree with less explosive resists than other classes but riflemen taking that amount of damage is perfectly fine..
     
  14. Trickster

    Trickster Retired Developer

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    The reason is because I didn't know they had that. I had no idea that in the SVN at the time, the engineer and scout resists were 0.1. Had I known, I'd have set them to 0, or the rifleman to 0.1. I just assumed they were all 0 besides rifleman, so I dropped the rifleman's down and buffed the gren's.

    I never even realised until you just mentioned it.
     
  15. Emp_Recruit

    Emp_Recruit Member

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    4th slot used to be hardcoded 10% resist to everything afair, dunno if its still in.
     
  16. Kylegar

    Kylegar Specstax Rule

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    Nope. All rifleman hardcode 10% reductions were removed with the introduction of infantry resists. It's far easier for scripters to balance that way.
     
  17. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

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    Alright then, I was just surprised to see this implemented.
     
  18. Trickster

    Trickster Retired Developer

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    If the next version isn't the proposed script team overhaul of everything then I'll fix it. Thanks for pointing it out.
     

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