: Fact:
: About 1/3 of the time, launching a grenade with the AR
: makes a muzzle flash.
: Question:
: I would like to know how punching works. It seems to me
: that jumping punches hit even harder than running
: punches. But is it the same if you punch continuously,
: and that one of these punches hit someone, or to just
: punch one time that hits?
: Else:
: Ok, anything below this line is my oppinion. It is not
: based on anything but my "feelings".
: --------------------------
: Before 1.1.1 it was ridiculous how it was possible to
: snipe with the shotgun. Now however, it is too hard to
: make it do damage anywhere but at very close. It seams
: like it only have a small spread that don't last long.
: It should theoricaly make damage at any range, but
: less and less as distance increase.
The pattern is still too tight in 1.1.1. I'm looking at loosening it up still further.
: The fusion pistol is far too much powerfull now. It isn't
: even fun, like the SPNKR. Maybe it should take a bit
: longuer to charge up to the 1shot/1kill intensity,
: with a kind of logarithmic charge curve.
No, there's a sort of design flaw in the major fusion projectile that causes you to take way more damage than you should. I've got a fix for this.
: The pfhor shaft is useless. I did manage to get 3 kills
: with it, on a player with a 2 sec ping. With anyone
: else, it can't even stand the weak magnum.
Yeah, the staff needs more work. However, it is unlikely to get much more tweaking for netplay. All future tweaking is more likely to be for sole purpose of allowing the Pfhor to use it more effectively.
: I would really like the TOZT flames to be
: semi-transparent. They weren't in Marathon, but that
: was a engine limitation. Maybe now it would be really
: cool (and it would help you to aim).
No. To maintain weapon balance the flame plume *must* obscure your view.
woof