Lerk Fire
TipTop
Join Date: 2003-01-09 Member: 12092Members
Quick question, and one I should know the answer to. When spiking as lurk should you aim with reticle, or aim where the spikes 'graphical' land? I spent forever taking down a phase gate with the latter approach and wondered whether to just put the reticle on the target and ignore what the images were telling e (i.e. I was aiming short!)
Comments
I always use my crosshairs.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As far as I had heard spikes are instant hit so aim with the crosshairs. And the spikes are just tracers...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oops <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> That would explain a few things...
Phase gate hp is now 3500 and in 1.04 2000? Right... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> And spikes do 16 damage, i think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
In either case, the Lerk spike just... doesn't seem to inuitive. Granted it can take down standard marines pretty damn quick and even turrets but versus a stronger structure (particularily in short bursts as you retreat from turret fire) it really can be quite difficult to tell whether or not you hit with all the impact sprites...
I don't always rely on my crosshair and look the the graphics of the spurt when you hit something .
zippy
BlueGhost
That said, IIRC spikes have received a minor boost in 1.04, making them rather more effective (though still nowhere near their bite).
And yes, Lerks are better off with Umbra/Bite for taking out a structure quickly... only problem is, sometimes you have to whittle away a minibase with spikes (or even just shoot out the PG and nothing else) to GET a second hive and enable Umbra. On their lonesome, Lerks tend to tinfoil as well as anything else under turret fire. Difference is, Lerks can chip away at a turret from outside the turret's range with spikes, if they're patient and adjust for that arcing trajectory.
Use the Crosshair for all ranges (effectively like a pistol - Hitscan) and the graphics dont matter, or
The spikes curve as per the graphics and I need to aim up to adjust for the arc due to gravity.
Which one?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
The forum community at large had 'proved' it was hit scan and i've been playing as such and then up pops Coil, respected PT, and throws a curveball.
Help me Obi-w......no, thats not right <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Can a Dev finally put this issue to rest ?
Yeah, I just checked it out... the tracer has a trajectory, but the spike actually hits where your crosshair is. Weird, and it's definitely a bug; expect it to be fixed soon.
The only thing I would add would be that if its not hitscan it would probably be worse from a network code point of view (anyone remember the super nail gun in quake?).
The curving could be a client-side bug left over from a time when they were NOT hitscan. Or it could be unintentional.
Tests were done over large distances as you mention. With a cursor directly over a marine the spikes appear to hit the floor, but the marine takes damage.
Aim above the marine, so the spikes arc downwards onto the marine, and no damage results.
I didn't perform these tests myself but took it at face value. I think i'm going to have to check it tonight myself, because its bugging me now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
If Coil is backing out then Im leaning towards the hitscan approach. Any developer's out there?
I think it was just accepted as a 'feature', so no-one bothered posting it as an actual bug.
PS. If I test it and it is a projectile/trajectory weapon, a lot of people are dead for making me look like a loony to Coil <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
PPS. Coil agrees! I'm not a loony! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Just out of interest, does this have anything on the netcode, now things have come along way from Quake? As I understand it, the spikes have to be kept as an "accurate" representation, whereas if they were just tracers they don't have to be accurately followed - like the alien blood.
Just curious, is all.
Also does anyone care which way round the Lerk fire goes, as long as they know which one it is?
From what Coil's saying it should be trajectory/projectile anyways.
I don't care, I just want to know. And knowing is half the battle! Yooooooooooooooo Joe! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->