TF guns question
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Rand0m_Numb3r
- Posts: 1338
- Joined: Mon Apr 18, 2005 7:00 am
- Location: Madison, Wisconsin
It only seems like the PE does more damage because generally you can get more of the particals to hit the target. where as with PW's you have the spread to take into consideration. Particularly at long range. Codewise, they are about even. Realistically in game play, it depends on how good you aim. with PW you are more likely to hit if you aim at. But at longer range more particles will miss, generally. With PE weapons You either completely hit, or completely miss. If you completely hit, every particle gets to do their damage.
In that way it can seem like they do more damage, but in reality they don't really. Plus you have to be pretty decent aim to always hit at all times.
In that way it can seem like they do more damage, but in reality they don't really. Plus you have to be pretty decent aim to always hit at all times.
PW Range affects speed, EW range affects lifetime.Being wrote:QUOTE (Being @ Jan 16 2007, 02:13 PM) note that pe gat 2 has shot interval of .105
and pe gat 3 at .1 (which is same as all pw gatlings)
pe miniguns have same firing speed at all levels as their pw counterparts. (0.80 mk1, 0.78 mk2 and 0.82 mk3.. interesting...)
does global faction perks for pw and ew range affect projectile lifespan or speed?
TF guns, being both, benefit from both. It is in theory possible to get a 46% ( 1.1 ^ 4 ) range boost if you go TacSpansion.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
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Rand0m_Numb3r
- Posts: 1338
- Joined: Mon Apr 18, 2005 7:00 am
- Location: Madison, Wisconsin
That's right, TF has 1.1 PW range.Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Mar 9 2007, 08:16 PM) I rember doing that but PE only getting range from PW range...
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Just check out the ablolute speed var in ICE. EW range doesn't effect PE weapon (excluding PE Skyrip).factoid wrote:QUOTE (factoid @ Mar 9 2007, 02:47 PM) PW Range affects speed, EW range affects lifetime.
TF guns, being both, benefit from both. It is in theory possible to get a 46% ( 1.1 ^ 4 ) range boost if you go TacSpansion.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
If you check out the source code in here:
http://svn.alleg.net:8080/svn/Allegiance/t...Igc/weaponIGC.h
You can see that if a weapon consumes energy, its projectile's lifetime is increased per the EW Range GA.
http://svn.alleg.net:8080/svn/Allegiance/t...c/weaponIGC.cpp
Here you can see that if a weapon consumes ammo, its projectile's speed is increased per the PW Range GA.
So they do function independantly and they do stack. Unless Noir gave TF modified range GAs to account for this.
http://svn.alleg.net:8080/svn/Allegiance/t...Igc/weaponIGC.h
You can see that if a weapon consumes energy, its projectile's lifetime is increased per the EW Range GA.
http://svn.alleg.net:8080/svn/Allegiance/t...c/weaponIGC.cpp
Here you can see that if a weapon consumes ammo, its projectile's speed is increased per the PW Range GA.
So they do function independantly and they do stack. Unless Noir gave TF modified range GAs to account for this.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."


