Marco
29-03-2017, 21:28
Well ''apparently'' is right,it is just your impression as the M1-A2 Thompson inflicts 10 damage (at normal difficulty) in both the first and the second encounter,it is just the same gun.
(http://serioussam.wikia.com/wiki/M1A2_Thompson) check this out
6189
That may be right. Whatever the case though, it's easier to frag with the tommy in TFE,
while minigun feels similar in both games. :P
Probably small aim assist, different hitboxes, etc. No idea.
Different engine most likely :D
Yy, it is the Engine... from what I know - it has to do something with ticks).. and maybe hitboxes too!) we will never know, but at least it made the existence of a minigun not useless (not that in FE it is useless, but it is mostly not used)
...
Anyway friends I think it was enough Off-Topic for here)
Not diffrent engine, the sam code was edited..
In fe the CalcJitterTarget for tommygun was less than minigun, so tommy was more precise at longer distance.
In tse CalcJitterTarget is bigger for tommy so it is less precise now at bigger distance(It's like almost same for minigun).
Well, ok, according to these posts, I think we can discuss about tommygun (and minigun) here.
Now, we know tommygun and minigun do the same damage. I post directly from the source code, even if I have SE sdk only:
FireTommyGun() {
// fire one bullet
if (m_iBullets>0) {
FireMachineBullet(wpn_fFX[WEAPON_TOMMYGUN], wpn_fFY[WEAPON_TOMMYGUN],
500.0f, 10.0f
Where 10.0f is the damage amount per hit.
And this is minigun:
// fire a bullet
FireMachineBullet(wpn_fFX[WEAPON_MINIGUN], wpn_fFY[WEAPON_MINIGUN],
750.0f, 10.0f
But there is a difference in rate of fire (I didn't understand if it is that 500.0f and 750.0f, yet) that makes minigun appear stronger than tommygun.
In FE both weapons are built a bit differently.
I always thought that minigun was useless in FE deathmatch since the fact its chain has to start spinning before shooting. And I think it is slower than SE.
Whereas tommygun is ready to open fire. That's why I always thought minigun is useless (and no one of skilled players collects it; only Zdzichu did it last year against Eclipse) in Desert Temple. Merge this with an open-field map like that and you obtain the result.
BUT!!! But... Zdzichu told us about "CalcJitterTarget". The problem is I have found only this function called or quoted, near the voices "bullet" or "FLOAT"...
But I haven't found the values related to the guns near tommygun/minigun sections (for now).
I now have checked "PlayerWeapon.es" and "Bullet.es" only.
And, about SE, on the 13 original maps (8 + GoldDM maps), this is the situation:
Little Trouble: tommygun;
Fortress: minigun;
Hole: minigun;
Compound: minigun;
Red Station: minigun;
Docking Bay: no tommygun nor minigun;
Go Hunting! (aka ShootME): no tommygun nor minigun;
Lefty: no tommygun, nor minigun;
Ra-Spah-Shoy: no tommygun nor minigun;
Sun Palace: no tommygun nor minigun;
The Lost Tomb: minigun;
We Got Skull n' Bones Too: both tommygun and minigun;
Yodeller: minigun.
Excluding GoldDM maps (that don't have any machineguns), 7 maps out of 8 have minigun, and only 2 ones have tommygun.
"We Got Skull n' Bones Too" is the only map where both machineguns are present (and it is a bit similar to Desert Temple's design).
This clearly means that Croteam's goal was to set major priority to minigun (obvious, since gun's design and power impose it) more than tommygun. Plus, Little Trouble's design is a lot different than Desert Temple's one (and also this is referred to less possibility of rocket-avoiding while using tommygun, too).
(http://serioussam.wikia.com/wiki/M1A2_Thompson) check this out
6189
That may be right. Whatever the case though, it's easier to frag with the tommy in TFE,
while minigun feels similar in both games. :P
Probably small aim assist, different hitboxes, etc. No idea.
Different engine most likely :D
Yy, it is the Engine... from what I know - it has to do something with ticks).. and maybe hitboxes too!) we will never know, but at least it made the existence of a minigun not useless (not that in FE it is useless, but it is mostly not used)
...
Anyway friends I think it was enough Off-Topic for here)
Not diffrent engine, the sam code was edited..
In fe the CalcJitterTarget for tommygun was less than minigun, so tommy was more precise at longer distance.
In tse CalcJitterTarget is bigger for tommy so it is less precise now at bigger distance(It's like almost same for minigun).
Well, ok, according to these posts, I think we can discuss about tommygun (and minigun) here.
Now, we know tommygun and minigun do the same damage. I post directly from the source code, even if I have SE sdk only:
FireTommyGun() {
// fire one bullet
if (m_iBullets>0) {
FireMachineBullet(wpn_fFX[WEAPON_TOMMYGUN], wpn_fFY[WEAPON_TOMMYGUN],
500.0f, 10.0f
Where 10.0f is the damage amount per hit.
And this is minigun:
// fire a bullet
FireMachineBullet(wpn_fFX[WEAPON_MINIGUN], wpn_fFY[WEAPON_MINIGUN],
750.0f, 10.0f
But there is a difference in rate of fire (I didn't understand if it is that 500.0f and 750.0f, yet) that makes minigun appear stronger than tommygun.
In FE both weapons are built a bit differently.
I always thought that minigun was useless in FE deathmatch since the fact its chain has to start spinning before shooting. And I think it is slower than SE.
Whereas tommygun is ready to open fire. That's why I always thought minigun is useless (and no one of skilled players collects it; only Zdzichu did it last year against Eclipse) in Desert Temple. Merge this with an open-field map like that and you obtain the result.
BUT!!! But... Zdzichu told us about "CalcJitterTarget". The problem is I have found only this function called or quoted, near the voices "bullet" or "FLOAT"...
But I haven't found the values related to the guns near tommygun/minigun sections (for now).
I now have checked "PlayerWeapon.es" and "Bullet.es" only.
And, about SE, on the 13 original maps (8 + GoldDM maps), this is the situation:
Little Trouble: tommygun;
Fortress: minigun;
Hole: minigun;
Compound: minigun;
Red Station: minigun;
Docking Bay: no tommygun nor minigun;
Go Hunting! (aka ShootME): no tommygun nor minigun;
Lefty: no tommygun, nor minigun;
Ra-Spah-Shoy: no tommygun nor minigun;
Sun Palace: no tommygun nor minigun;
The Lost Tomb: minigun;
We Got Skull n' Bones Too: both tommygun and minigun;
Yodeller: minigun.
Excluding GoldDM maps (that don't have any machineguns), 7 maps out of 8 have minigun, and only 2 ones have tommygun.
"We Got Skull n' Bones Too" is the only map where both machineguns are present (and it is a bit similar to Desert Temple's design).
This clearly means that Croteam's goal was to set major priority to minigun (obvious, since gun's design and power impose it) more than tommygun. Plus, Little Trouble's design is a lot different than Desert Temple's one (and also this is referred to less possibility of rocket-avoiding while using tommygun, too).