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Forum: All Forums : Soldier of Fortune
Category: SoFII General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: m590 (and usas12) flawed
derean~rb
General Member
Since: Dec 23, 2006
Posts: 46
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII General
Posted: Thursday, Oct. 31, 2002 06:04 pm
the shotgun is fundamentally flawed in SoF2, the way it is coded, it uses the same code as the bullet firing for single bullet weapons (like AK, M4) for each of its pellets

what that means is that when you lose accuracy, like when you make consecutive shots, or when you jump, your shotgun burst doesnt become "innacurate" as in not go straight to the crosshair, but in fact it GETS A BIGGER SPREAD!!!

thats why the m590 is so dominant, and that is why everyone jumps around like bunnies with it and still get hits, while the guy who's standing trying to gun him down with his AK has all the trouble in the world aiming at him

i asked apoxol if he had any plans to fix this, he said no, so i fixed it myself in OSP for Sof2 (g_fixedShotgun 1)
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obsidian-~rb
General Member
Since: Dec 23, 2006
Posts: 229
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII General
Posted: Thursday, Oct. 31, 2002 07:05 pm
I totally agree with this.  When moving around, the spread of the shotgun should not change.  To do so would make no sense at all.  What should happen is the spread of the shotgun shot should stay the same but move farther away from the crosshair itself.  I do find it sad that Raven won't fix this flaw.  They could probably even ask derean how to do it if they are unsure.  Of course it's up to derean if he tells them or not.

Same thing could be said of grenades.  Making grenades explode in air as opposed to only on impact would make timing them take much more skill.  Somehow I am thinking this idea would be met with resistance along with the shotgun problem stated above.  Sad thing is that in general, people want easier games, not games requiring more skill, no matter how much better it makes the game.
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xmc~rb
General Member
Since: Dec 23, 2006
Posts: 1227
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII General
Posted: Thursday, Oct. 31, 2002 09:30 pm
I asked Apoxol the same thing, but I was wrong, the spread does not change.

Code Sample
// Detailed trace or not?
detailed = (attackDat->pellets > 1 || attackDat->melee) ? qfalse : qtrue;

// Current inaccuracy
inaccuracy = (float)ent->client->ps.inaccuracy / 1000.0f;
if ( detailed )
{
if ( ent->client->ps.pm_flags & PMF_JUMPING )
{
inaccuracy *= JUMP_ACCURACY_MODIFIER;
}
else if ( ent->client->ps.pm_flags & PMF_DUCKED )
{
inaccuracy *= DUCK_ACCURACY_MODIFIER;
}
}



The problem is with Impact Prediction. If you turn Impact Predication Off you will see that the spread doesn't change.

I think the biggest problem with the shotguns is how random they are, they relie too much on inaccuracy and not spread, but that can be changed in SOF2.wpn

-xmc

(P.S. I'm not a programmer so I don't know what I'm talking about)
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Gooey~rb
General Member
Since: Dec 23, 2006
Posts: 286
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Friday, Nov. 1, 2002 03:25 am
Is this "fixed shotgun" being used by any of the servers currently running OSP. Like zfz, dev, or QS's servers?
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obsidian-~rb
General Member
Since: Dec 23, 2006
Posts: 229
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII General
Posted: Friday, Nov. 1, 2002 05:46 am
Yes, both quakeshit and dev server's should have it on.
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derean~rb
General Member
Since: Dec 23, 2006
Posts: 46
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII General
Posted: Friday, Nov. 1, 2002 06:30 am
you are correct! man i shouldve read the sof2.wpn more attentively, i was looking at "innacuracy" instead of "mp_innacuracy", and indeed, base innacuracy and maxinnacuracy are the same value, so you never lose any accuracy with shotgun, you can jump around or even crouch, and the bursts will always go straight to your crosshair...

so thats what my fixedshotgun does now, it scales accuracy for the shotguns the same way all the weapons have scaled accuracies, so if you crouch, your shot will be almost straight to the crosshair, but if you jump like crazy it might be off target
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xmc~rb
General Member
Since: Dec 23, 2006
Posts: 1227
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII General
Posted: Friday, Nov. 1, 2002 06:38 am
So the whole spread gets inaccurate instead of each individual pellet? That's cool. Good idea, as long as it's not just multipling the standerd inaccuracy.
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Buster~rb
General Member
Since: Dec 23, 2006
Posts: 621
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: SoFII General
Posted: Friday, Nov. 1, 2002 07:45 am
This has been bugging since I started sof2 mp. The shotty is WAY to overated in terms of accuracy and distance. Dont get me wrong, the shotty should be deadly in close quarter battles. But it gets frustrating, when someone is doing the ole bunny hop from Counter Strike, and beats my sig with his shotty from 10+ feet. The game becomes so frustrating for me at that point, that I really wanna stop playing sof2 mp. I think Sof2 really means Shotties of Fortune
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Thorne~rb
General Member
Since: Dec 23, 2006
Posts: 87
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII General
Posted: Friday, Nov. 1, 2002 10:30 am
well imo the reason shotgun is so dominant in SOf 2 is that the shotgun was so dominant in SOF 1.

many players like myself rarely used another weapon in SOF 1 so when we came to the sequel it was natural that we would be strong here. The best shotgunners are ex-SOF its the ex-CSers that cant handle them hehe :D
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turgon~rb
General Member
Since: Dec 23, 2006
Posts: 1488
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII General
Posted: Friday, Nov. 1, 2002 03:01 pm
i dont undertstand people, everyone has the same shotgun why cant you guys just adapt to game as raven made it. so maybe its not totally realistic but its a video game so its not supposed to be.
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