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  1. #1
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    Gamertag: Godlike_NRG

    Default Question for FPS\'ers

    I should at least ask something about UT3 too since im in the forums. Does anybody know if the Damage Amp Redeemer Missle can take down a core in 1 shot?
    Last edited by Flak; 05-16-2008 at 01:14 PM.

  2. #2
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    Gamertag: Fl4k

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    Removing the question about the other game, it's against the rules.
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  3. #3
    MSgt. Shooter Person
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    i dont know about the redeemer but if it does 50 damage with one hit with no udamage then yes it does. any less then no.
    Old School PS3 player
    PSNID: surfacing8671
    i like challenges so bring it

  4. #4
    Marrow Fiend
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    Gamertag: U1 849 K A

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    Hop into Serenity alone and find out...
    MAP MIXER 3.00 Final! UT ain't complete without it.
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    The searchers all say they'd have made Whitefish Bay If they'd put fifteen more miles behind 'er.
    They might have split up or they might have capsized; They may have broke deep and took water.
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  5. #5
    Boomshot
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    When testing damage vs. cores, you must be aware that the damage done varies based on time: The damage is reduced if the core has only just become vulnerable, and increased if the time is running out.

  6. #6
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    Gamertag: Godlike_NRG

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    Quote Originally Posted by Mr Evil View Post
    When testing damage vs. cores, you must be aware that the damage done varies based on time: The damage is reduced if the core has only just become vulnerable, and increased if the time is running out.
    Please explain.

  7. #7
    Boomshot
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    Quote Originally Posted by Godlike_NRG View Post
    Please explain.
    Code:
    /** applies any scaling factors to damage we're about to take */
    simulated function ScaleDamage(out int Damage, Controller InstigatedBy, class<DamageType> DamageType)
    {
    	Super.ScaleDamage(Damage, InstigatedBy, DamageType);
    
    	if ( (WorldInfo.GRI.RemainingTime < 120) && (WorldInfo.GRI.RemainingTime > 0) )
    	{
    		Damage *= 1.75;
    	}
    	else if ( WorldInfo.TimeSeconds - VulnerableTime < ReducedDamageTime )
    	{
    		Damage *= 0.5;
    	}
    }
    This increases damage by 75% if there is less than 2 minutes left before overtime, or reduces damage by 50% is the core has been vulnerable for less than some amount of time (10 seconds by default, and not configurable by mappers).

  8. #8
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    are you saying that in the 2 minutes before ot i can damage the core MORE?

    I NEVER KNEW THIS CRUCIAL FACTOID.

    so the core goes vulnerable BE THERE! ....and less than 2 minutes to OT ... POP!!
    Last edited by Slippster; 05-16-2008 at 07:41 PM.

  9. #9

    Default

    This explains a lot, looks like I'll be timing when I toss a shaped charge or deemer into the core
    http://i13.photobucket.com/albums/a2...Nightanim1.gif
    http://pid.us.playstation.com/user/Tailsnakes.jpg
    I hope your bullet holes become mouths that say my name. - Lupe Fiasco

  10. #10
    Boomshot
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    Quote Originally Posted by Slippster View Post
    are you saying that in the 2 minutes before ot i can damage the core MORE?

    I NEVER KNEW THIS CRUCIAL FACTOID.

    so the core goes vulnerable BE THERE! ....and less than 2 minutes to OT ... POP!!
    Yes, there are practical in-game advantages to being a modder and thus being privy to the game's innermost secrets

  11. #11
    Redeemer
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    News to me too, it'd be good if someone listed all the "secret" gameplay variables, hidden in code, like the stationary sniper aim advantage and now this. They won't necessarily change the way anyone plays, but it is fairer for everyone to know.


 

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