Very Stupid Question
Rover
blargh Join Date: 2003-09-23 Member: 21139Members
<div class="IPBDescription">locational damage...AGAIN</div> This might (well it just is) be a dumb question...but WHY cant there be locational damage in NS ? I mean like when a fade slashes a (normal unupgraded) marine in the head he dies, other mods have that...just wanna know y...
Thx anyway,
Rover
Thx anyway,
Rover
Comments
I imagine the major factor of it is that non of the guns have recoil (Looking at this from a marine aspect initially) - No recoil means any one with a good aim can hit and continue to hit exactly where they want. CS has location damage because it is a significant skill to continue to shoot the same spot - you have to control the recoil... isn't an issue in NS.
There is a trend among a lot of FPS - the 'Sci-Fi' futuristic style (more deathmatch orientated; eg quake3, the Unreal series (excluding the newest) tend not to have location specific, but the more realistic style FPS (slower pace, eg; dod, cs, etc) do..
A broad generalisation I know but it works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
lol no that was the onos headplate, but good memory <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
The headplate onos idea is around though... I don't know if it will ever be implemented however.
Locational damage is not in because Flayra didn't wanted in, its's his mod and he do what he wants with his mod. (probly the same answer Commando would have given you... but in more harsh words <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)
(Now my answer)
Because it is not needed and would be way to powerful, the way it is right now is perfect.
lol no that was the onos headplate, but good memory <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ah I remember this one too... but the there were also a few funny spams about backwards rushing and bhopping skulks... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Maybe in a different thread...
And I fully agree with this. This means you can accurately calculate the outcome of a predicted battle once you factor in the general efficiencies of the players involved. This greatly emphasizes teamwork, because even the most skilled of marine players will require a minimum amount of time to kill a certain amount of enemies.
Locational damage combined with perfectly accurate weaponry is too powerful of a combination, although maybe the aliens should receive defensive buffs in some areas since they do feel a bit underpowered to me.