WAR!

A forum dedicated to Team Fortress 2
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Re: WAR!

Post by Guardian » Tue Dec 15, 2009 11:38 pm

[quote="TTHREAZ";p="214530"]Hmm, faster rockets that give mini crits on flying enemies? My Tribes background will finally come in handy. GOGO MA![/quote]

I know, in TF2 we call them "airshots"

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Post by BigBiker05 » Wed Dec 16, 2009 12:03 am

[quote="unsmart";p="214518"][quote="BigBiker05";p="214515"]Ok, I have a thought with precision.

As I pyro, I have twitch airblasts when I turn a quick corner and someone is RIGHT there.

So a soldier is there with precision, I turn and I twitch air blast. He sees me and twitch shoots too. The airblast knocks him in the air a bit and it reflects his rocket. I get a dead hit reflect precision hit with mini crit?

I know this is rare, but I can see it happening by the way I play pyro and some of those corners on dustbowl.[/quote]If my math is correct, and there is reason to believe it isn't, that would do a minimum of 177 damage (105 x 1.25 x 1.35 = 177.1875)[/quote]

Well base is actually 90, so the multiplications have to go by that. So, 90 x 1.25 x 1.35 = 151.875, then add the distance variant, which should be another 15-22 damage depending on how they hardwire it. Comes out to 166-73 damage. But your estimate is fine since we aren't quite sure how they will do it.

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Post by unsmart » Wed Dec 16, 2009 12:17 am

I thought the base for a point blank rocket shot was 105. whatever these numbers are pretty meaningless anyways.
[img]http://img706.imageshack.us/img706/9884/twosnaps004.gif[/img]

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Re: WAR!

Post by TTHREAZ » Wed Dec 16, 2009 12:58 am

[quote="Guardian";p="214539"][quote="TTHREAZ";p="214530"]Hmm, faster rockets that give mini crits on flying enemies? My Tribes background will finally come in handy. GOGO MA![/quote]

I know, in TF2 we call them "airshots"[/quote]

Hi there. Been playin' TF2 since early beta. I know what they're called.

Airshot just sounds so goofy.

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Re: WAR!

Post by Guardian » Wed Dec 16, 2009 1:01 am

[quote="TTHREAZ";p="214550"][quote="Guardian";p="214539"][quote="TTHREAZ";p="214530"]Hmm, faster rockets that give mini crits on flying enemies? My Tribes background will finally come in handy. GOGO MA![/quote]

I know, in TF2 we call them "airshots"[/quote]

Hi there. Been playin' TF2 since early beta. I know what they're called.

Airshot just sounds so goofy.[/quote]

I figured, I wanted to bug you :lol:
Last edited by Guardian on Wed Dec 16, 2009 1:02 am, edited 1 time in total.

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Post by Dirty Dan » Wed Dec 16, 2009 1:02 am

This discussion about what it's called when you shoot people that are in the air is really interesting to me.

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Re: WAR!

Post by Guardian » Wed Dec 16, 2009 1:59 am

Hey guys I found someone who made all the calculations in regards to damage falloff, speed, and base damage.

http://zigzagzooka.wordpress.com/2009/1 ... irect-hit/
So, I just saw the Direct Hit, and the numbers made me crazy excited. Don’t ask. I know it’s not real damage testing, but it’s still damn fun. Ran some numbers using the update numbers, this is what I came up with – all values assume that damage spread is off:

The Direct Hit’s Rockets move at 180% normal Rocket speed. This is how its speed stacks up with some other projectiles in TF2:

Projectile Speed, in Hammer units per second:
Stickies, uncharged: 805
Needles: 990
Rockets: 1100
Nades: 1065
Stickies, charged: 1851.5
Huntsman, uncharged: 1875
Sandman: 1940
Direct Hit: 1980
Huntsman, charged: 2343.75

The Direct Hit also does 125% the damage of normal rockets.
Direct Hit base damage: 90 * 1.25 = 112.5 damage
Point blank theoretical damage: 112.5 * 1.15 = 129.375 damage
A minicrit with this base damage: 112.5 * 1.35 = 151.88 damage
Crit with this base damage: 112.5 * 3 = 337.5 damage

This means that medics and classes with less health that are hit midair will be oneshot. A soldier, demo, or pyro in the air has probably taken damage, and will probably be oneshot. Also means that the demo is no longer the only class that can oneshot a heavy, if these values turn out to be true when the update hits.

Oh, and after playing with a bit more numbers, I came up with this:
A 125 health class can be oneshot at 132.74 Hammer units

Messy equation below. Want to check my work?

Base damage for the weapon is 112.5
125 / 112.5 = 1 1/9, or 111 1/9% damage to oneshot
Falloff modifier for rockets caps at 115% according to this post, so 512 / 15 to figure out how many units per % of additional damage, so then:
512 – [(125 / 112.5 - 1) * ( 512 / 15 ) * 100] = 132.74
In case you’re wondering how that equation works, the first 512 of the equation is necessary: The answer you get from [(125 / 112.5 - 1) * ( 512 / 15 ) * 100] is how far away from 512 you need to get the proper falloff modifier damage boost. Since the damage gets higher as you approach 0, you have to subtract it from 512 to get the right distance. Oh, and that seemingly random 1 fixes it so you’re only dealing with the bonus damage percent, not the whole 111.11% mess. Just think about it for a moment.

If you don’t get it immediately, don’t worry too much- estimation is an excellent way to check general work, and this mess is no exception.
512 units = 100% base damage
256 units = 107.5% base damage
132.74 units = 111.11% base damage (approx)
0 units = 115% base damage

Is that clear enough?
So this thing will fire faster then the sandman but slower then a fully charged huntsmen arrow. Also A 125 health class can be oneshot at 132.74 Hammer units, can someone who's worked with hammer tell me what that equates to?

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Post by arfy4 » Wed Dec 16, 2009 2:05 am

it equates to 2, or not.
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Post by TheCarpe » Wed Dec 16, 2009 2:20 am

[quote="arfy4";p="214561"]it equates to 2, or not.[/quote]

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Post by BigBiker05 » Wed Dec 16, 2009 2:36 am

Its been awhile since I've been in hammer, but I thought I remember doorways needed to be at least 70 units tall... so 134 units is like a heavy standing on the shoulders of a medic...

IMO, thats way too close for 1 shots.

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Post by Guardian » Wed Dec 16, 2009 2:52 am

Thanks man, unlocks sounds fair.

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Post by shimmybot » Wed Dec 16, 2009 3:13 am

[quote="BigBiker05";p="214563"]
Its been awhile since I've been in hammer, but I thought I remember doorways needed to be at least 70 units tall... so 134 units is like a heavy standing on the shoulders of a medic...

IMO, thats way too close for 1 shots.
[/quote]

sounds about right

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Re: WAR!

Post by Flobee » Wed Dec 16, 2009 5:17 am

Man, we don't even know what the last 4 weapons are yet, and already I'm more excited to play with this update than any other update so far.

THURSDAY/FRIDAY (AUS TIME) CAN'T COME SOON ENOUGH
where doing this man.
where MAKING THIS HAPEN.

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Post by Boss Llama » Wed Dec 16, 2009 6:22 am

Some hammer-unit comparisons -

132 units is exactly halfway between the height of a scout's double jump (116) and a scout's double jump + FAN shot (148).

18 units is the max height of a step that can be climbed without jumping.

132 units is just a hair over half the distance a soldier can run in a second (240)

The sewer tunnel in 2Fort is 192 units in diameter.

Here's a useful list of Hammer distance references: http://developer.valvesoftware.com/wiki ... _Reference
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Post by Clay Pigeon » Wed Dec 16, 2009 9:00 am

That new RPG is bad news for engies.
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