Swift... all FPS based things in NS were removed in 2.0 :p
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What's yer source on this? Hmm?!?!
And according to ye olde damage calculator (http://www.unknownworlds.com/ns/comm_manual/basic/damageCalculator.htm), it's more like 11.7 minutes :S
Swift... all FPS based things in NS were removed in 2.0 :p
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Keep thinking that. FPS still affects a majority of the functions in NS, just not as significantly as before. To test, join a server (not a listenserver) and set fps_max to 70, then fire off a hmg while timing it. Then set fps_max to 20 and fire off a magazine and see how long it takes. I'll bet my paycheck there's a significant time difference. There is no way to remove "FPS based things" in the halflife engine, despite the 1.1.0.0 HL patch netcode changes that everyone believes were a miracle.
Keep thinking that. FPS still affects a majority of the functions in NS, just not as significantly as before.
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Well, I just went and messed around, FPS does not affect it as I assumed (not counting the quirks in the engine[/i] with FPS, just speaking of NS dependancies, remember the whole JP fuel and charge/leap damage fiasco in 1.0).
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Note the bold italics. I know all that crap about teeny tiny variances due to FPS because of the engine. I speak of when things in NS used to be directly calculated by framerate, such as leap and charge damage, and then they switched over to calculating per second.
I don't think they ever removed the damage FPS dependancy for the welder, they just nerfed the hell out of the damage it DID do and said it wasn't for attacking anyways.
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Wait... so this means I can hack my FPS to 10000 and insta-gib the hive!?!?
Anybody else remember the days when JP+Welder was THE way to take down a hive?
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\o
or when JP+HMG was the way to take down a hive, i still have demos of oss getting beat by syn, back when oss was evil XD
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Yep all it took was one good player and medspam and it was over.