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Moloch1

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Everything posted by Moloch1

  1. i looked it up, they are the same in ET, different in rtcw...not sure about mods though..u are right sir.... Weapon damage data: // JPW// mechanism allows different weapon damage for single/multiplayer; we want "balanced" weapons // in multiplayer but don't want to alter the existing single-player damage items that have already // been changed // // KLUDGE/FIXME: also modded #defines below to become macros that call this fn for minimal impact elsewhere // int G_GetWeaponDamage( int weapon ) { switch (weapon) { default: return 1; case WP_KNIFE: return 10; case WP_STEN: return 14; case WP_CARBINE: case WP_GARAND: case WP_KAR98: case WP_K43: return 34; case WP_FG42: return 15; case WP_LUGER: case WP_SILENCER: case WP_AKIMBO_LUGER: case WP_AKIMBO_SILENCEDLUGER: case WP_COLT: case WP_SILENCED_COLT: case WP_AKIMBO_COLT: case WP_AKIMBO_SILENCEDCOLT: case WP_THOMPSON: case WP_MP40: case WP_MOBILE_MG42: case WP_MOBILE_MG42_SET: return 18; case WP_FG42SCOPE: return 30; case WP_GARAND_SCOPE: case WP_K43_SCOPE: return 50; case WP_SMOKE_MARKER: return 140; // just enough to kill somebody standing on it case WP_MAPMORTAR: case WP_GRENADE_LAUNCHER: case WP_GRENADE_PINEAPPLE: case WP_GPG40: case WP_M7: case WP_LANDMINE: case WP_SATCHEL: return 250; case WP_TRIPMINE: return 300; case WP_PANZERFAUST: case WP_MORTAR_SET: case WP_DYNAMITE: return 400; } } ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Weapon spread data: float G_GetWeaponSpread( int weapon ) {switch (weapon) { case WP_LUGER: case WP_SILENCER: case WP_AKIMBO_LUGER: case WP_AKIMBO_SILENCEDLUGER: return 600; case WP_COLT: case WP_SILENCED_COLT: case WP_AKIMBO_COLT: case WP_AKIMBO_SILENCEDCOLT: return 600; case WP_MP40: case WP_THOMPSON: return 400; case WP_STEN: return 200; case WP_FG42SCOPE: return 200; case WP_FG42: return 500; case WP_GARAND: case WP_CARBINE: case WP_KAR98: case WP_K43: return 250; case WP_GARAND_SCOPE: case WP_K43_SCOPE: return 700; case WP_MOBILE_MG42: case WP_MOBILE_MG42_SET: return 2500; } G_Printf( "shouldn't ever get here (weapon %d)\n", weapon ); // jpw return 0; // shouldn't get here
  2. Mp40 for everyday play...If i just want to have fun, nothing better than dropping mortars on ppl...something about just walking along no enemies and then having a giant explosive terd drop on their head from nowhere pisses ppl off and makes me feel so good.
  3. MP40: less recoil, higher rate of fire, does less damage per bullet Thompson: more recoil, slower rate of fire, more damage per bullet. Overall the 2 weapons are balanced, its really preference and playing to ur strengths.. If you want proof, its in the code somewhere, saw it years ago when game was more popular.
  4. If you want to learn the maps quicker, just study the map and listed objectives in the screen where you choose your class..Its not always entirely descriptive but it will give you a idea where to go, and what the objectives are. Strafing, jumping while in a firefight, running away and get healed when ur low on HP, camping, etc...
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