Overly Chatty Penguins

The Ready Room => General => Topic started by: Uranium - 235 on February 26, 2004, 12:17:10 PM

Title: Sv_gravity 1000
Post by: Uranium - 235 on February 26, 2004, 12:17:10 PM
I vote that we adjusted gravity to 1000.

First of all, it removes the 'floaty' feel you get with certain aspects of movement, especially jumping. You still jump about as high, but you fall a bit quicker... feels more 'real' and less arcadey.

Lerks and jetpacks don't really suffer all that much, but I can't see a penalty applied to them as a bad thing ANYway.

Marines will take slightly more fall damage. Falling off a big fall gave me 45 health with 1000, and 65 with 800.

*shrug* I like it more with 1000.
Title: Sv_gravity 1000
Post by: Grimm on February 26, 2004, 12:44:18 PM
I'll have to test this out in a lan game to get a feel for it, but at the moment I like the idea.
Title: Sv_gravity 1000
Post by: BobTheJanitor on February 26, 2004, 02:41:12 PM
Might be fun for testing purposes. I still wouldn't want it permanently changed. I like the game to stay pure as the developers intended it, even with its varying flaws.
Title: Sv_gravity 1000
Post by: Grimm on February 26, 2004, 02:45:03 PM
The sv_gravity variable has always been set to 800 in pretty much every Halflife mod, and since nobody has bothered to change the variable for their mods who's to say the mod wasn't meant to be played at a slightly tweaked level?
Title: Sv_gravity 1000
Post by: BobTheJanitor on February 26, 2004, 02:47:53 PM
You know, if it would help with idiotic knockback problems, I would be happy to try it. You know, where you bite a marine just as he jumps and he flies halfway across the room only to gun you down when you try and close the distance again? Yeah, that sucks. I'm pretty anti-knockback though. I think if you manage to get the drop on a marine, he should be DEAD. No second lucky chances because he gets knocked across the room when you bite him.  :angry:
Title: Sv_gravity 1000
Post by: Keyser59 on February 26, 2004, 03:59:19 PM
Not a good idea.

Some maneuvers in half-life take specific timing that I'm used to with 800 gravity. I've never noticed a "floaty feeling" when playing half-life, but thats just probably because I'm used to it.

Changing the gravity to 1000 would just be more of a nuisance then anything else.
Title: Sv_gravity 1000
Post by: Grimm on February 26, 2004, 04:27:53 PM
By 'manuevers', do you mean 'bunny hopping'? Thats the only 'manuever' that I could think of that might be affected by a change in gravity.

And hey, if 1000 doesn't work, dont forget theres still everything between 800 to 1000.
Title: Sv_gravity 1000
Post by: BobTheJanitor on February 26, 2004, 04:40:53 PM
Quote
Not a good idea.

Some (hacks) in half-life take specific timing that (I've got configured) to (work) with 800 gravity. I've never noticed a "floaty feeling" when playing half-life, but thats just probably because I'm (actually AFK and letting a bot play).

Changing the gravity to 1000 would just be more of a nuisance then anything else (because I'd have to adjust twelve scripts, three aimbots, and my speedhacks to work with it).
I sensed some innacuracy in your post, and have adjusted it accordingly.  >:D
Title: Sv_gravity 1000
Post by: Keyser59 on February 26, 2004, 05:14:37 PM
I thought that would be implied.  :rolleyes:
Title: Sv_gravity 1000
Post by: a civilian on February 26, 2004, 05:23:37 PM
Quote
By 'manuevers', do you mean 'bunny hopping'? Thats the only 'manuever' that I could think of that might be affected by a change in gravity.
More than just that.  Things like leaping and blinking would be heavily affected as well.  For someone who doesn't play exclusively on this server, it would be difficult adjusting every time they came here from a different server, or vice versa.
Title: Sv_gravity 1000
Post by: Jefe on February 26, 2004, 08:05:18 PM
doesn't cheats need to be on to change the gravity anyway?
Title: Sv_gravity 1000
Post by: Isamil on February 26, 2004, 08:25:24 PM
Nah, any admin can change the gravity.  Causing us all to die(Expect for the skulks, lerks and fades)
Title: Sv_gravity 1000
Post by: Grimm on February 26, 2004, 09:40:00 PM
Don't forget about jetpackers, they wouldn't die either.

Nor would anyone thats already on solid ground.  :p
Title: Sv_gravity 1000
Post by: BobTheJanitor on February 26, 2004, 10:55:17 PM
Actually, I think it was architeuthis that had two keys bound to set the gravity to -10000, so everyone flies up in the air, and then to 10000, so everyone splats. Kills anything that takes falling damage, which means all marines except JPs, and the forementioned aliens. Archi wins the admin abuse crown.
Title: Sv_gravity 1000
Post by: Black Mage on February 27, 2004, 12:15:19 AM
another evil adminny thing:
works on marines only

set sv_gravity to 9999999999999
slap marine
laugh
wait for respawn
laugh again
rinse
repeat
Title: Sv_gravity 1000
Post by: Grimm on February 27, 2004, 12:28:33 AM
It used to suck so bad when I would play with a friend on a passworded listen server, he'd usually be the one to make it so he'd have the control. So he'd set the gravity really high, like 9999999, and every time I spawned as a marine, if I stepped off of the IP i would instantly die.  v_v
Title: Sv_gravity 1000
Post by: devicenull on February 27, 2004, 12:48:53 PM
If anything, I think the gravity should be lowered by like 50.. so its like 750..
I want to be able to jump on the marine rts, because its like 1 pixel too high
Title: Sv_gravity 1000
Post by: Lito on February 27, 2004, 02:49:34 PM
well if they WANTED you to jump on the resnodes, then they wouldn't have made it 1 pixel to high :p
Title: Sv_gravity 1000
Post by: Grimm on February 27, 2004, 03:26:29 PM
Its unfortunate they don't measure the height of res nodes in pixels.

 :p
Title: Sv_gravity 1000
Post by: Venmoch on February 27, 2004, 04:36:31 PM
I may be missing the point but in 1.04 couldn't you jump on a marine node....
Title: Sv_gravity 1000
Post by: Satiagraha on February 27, 2004, 10:07:56 PM
If I ever want to get on top of a node (specifically for gunning down an onos), I just yell at another rine to jump on, or i climb ontop of nearby architecture and/or buildings and/or, in extreme cases, outlying skulks  that are trying to kill me <_<
Title: Sv_gravity 1000
Post by: Uranium - 235 on February 28, 2004, 02:55:53 AM
Quote
I may be missing the point but in 1.04 couldn't you jump on a marine node....
Nope. Marine nodes are like 1 pixel too high anyway :p
Title: Sv_gravity 1000
Post by: Venmoch on February 28, 2004, 03:00:47 AM
I'm sure I remeber sitting on the old Station Access node Pre 2.0 (YOu know when it was in a different place) and guarding it.....
Title: Sv_gravity 1000
Post by: a civilian on February 28, 2004, 11:07:56 AM
As I recall, it was possible in 1.04 to jump onto both marine and alien resource towers.  I definitely remember Gorges hiding "inside" resource chambers.
Title: Sv_gravity 1000
Post by: Grimm on February 28, 2004, 12:45:22 PM
Thats one of the reasons why they 'fixed' the models to prevent people from doing that. There was one game I was the last person alive, a Gorge with Regeneration and Silence because there were some backups made, and I sat on a res node for a good 5 minutes before they found me.
Title: Sv_gravity 1000
Post by: Dark on February 28, 2004, 01:26:34 PM
yes in 1.0x you could jump onto any structure at anytime and sit there and wait.

i remember one time that a marine sat inside an alien rt for about 20 minutes prolonging the game  <_<
Title: Sv_gravity 1000
Post by: DiscoZombie on March 14, 2004, 11:56:08 PM
what was the topic again?  oh yeah, gravity. =P

it DOES seem kinda mean to change the gravity so that LM has a whole different feel to it than the bulk of NS servers... but would it necessarily be a bad thing to make people have to readjust their skills, thereby becoming more skilled?  YOU be the judge. :p

as for jumping on structures, I know *I* love to stand on the armory while humping it, or stand on the TF while defending... 'til the com screams at me to get off, saying he's trying to click it to upgrade :>
Title: Sv_gravity 1000
Post by: Dark on March 15, 2004, 05:21:51 PM
shoot i stand on structures purely to attempt to get out of stomp aoe though sometimes it doesn't work which really upsets me since i'm not on the ground i'm on top of a rine structure
Title: Sv_gravity 1000
Post by: Uranium - 235 on March 15, 2004, 05:31:27 PM
924 is the maximum gravity to hop ontop of an armory.
Title: Sv_gravity 1000
Post by: CForrester on March 16, 2004, 05:37:20 PM
There's no important point to changing the gravity, I say leave it like it is. It's just fine, IMO.
Title: Sv_gravity 1000
Post by: SaltzBad on March 16, 2004, 08:03:08 PM
Knockback and fall damage (or lack thereof) are important points CF :)
Title: Sv_gravity 1000
Post by: Dark on March 16, 2004, 08:56:29 PM
yes granted the higher gravity would make knockback and what not obsolete and give teh aliens a few more kils since as you know knockback owns a lot of the aliens in the long run

except for the time on lost when Jhunz was a skulk and i was teh rine in eternal requiem and he bit me and i flew off only to be followed by him ^_^ . it was quite funneh
Title: Sv_gravity 1000
Post by: Geminosity on March 17, 2004, 05:00:29 AM
after reading this I've been experimenting with 900 gravity in my own lil mod and i'm starting to see what U235 was getting at.  It doesn't feel any 'heavier' but the falling and stuff seems a bit more natural =o
Title: Sv_gravity 1000
Post by: Grimm on March 17, 2004, 07:58:33 AM
I would really like to see the Skulk bite knockback nullified, it makes no sense at all to have an up-and-down bite knock a marine back, and it has severely hurt Skulk playing style.
Title: Sv_gravity 1000
Post by: Geminosity on March 17, 2004, 08:02:55 AM
flayra probably kept the knockback in for 'fun'... y'know... like the 'fun' you get from a worthless acid rocket or whatnot :p