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Anyone else stumbled on this?

Posted: Thu Oct 20, 2005 9:34 pm
by Rogue
Was messin around on my own server on dm17, and noticed that when i fired a rocket into a teleporter, it didnt go straight through it....it actually went through the teleporter and came out the other side lol....

Just thought i would mention it, seeing as i thought it was neat :p

Re: Anyone else stumbled on this?

Posted: Thu Oct 20, 2005 9:35 pm
by Icon of Sin
Rogue wrote:Was messin around on my own server on dm17, and noticed that when i fired a rocket into a teleporter, it didnt go straight through it....it actually went through the teleporter and came out the other side lol....

Just thought i would mention it, seeing as i thought it was neat :p
oohhhh, didnt notice that, would make for some nice frags...

Posted: Thu Oct 20, 2005 9:39 pm
by MKJ
aye, theres a thread about it already.
it works for every projectile (althoug grenades seem to be a bit bugged)

Posted: Thu Oct 20, 2005 9:41 pm
by Azer

Posted: Thu Oct 20, 2005 9:41 pm
by R00k
Grenades seem buggy? How do you mean?

Posted: Thu Oct 20, 2005 9:49 pm
by gatorboy
That is, by far, one of the coolest improvements to the game. Say goodbye to the teleport campers! :p

Posted: Thu Oct 20, 2005 9:52 pm
by Freakaloin
how about campers who shoot rockets thru teleports?

Posted: Thu Oct 20, 2005 9:54 pm
by Oeloe
Freakaloin wrote:how about campers who shoot rockets thru teleports?
Tele-spam. :(

Posted: Thu Oct 20, 2005 9:55 pm
by R00k
LOL, if somebody wants to waste their ammo firing blind into a tele, then by all means let them.

Posted: Thu Oct 20, 2005 10:32 pm
by Oeloe
R00k wrote:LOL, if somebody wants to waste their ammo firing blind into a tele, then by all means let them.
And what if you're just walking towards the a two-way teleporter that's being spammed, or get near a spammed tele exit?

About that avi: you can't see very well whether the angle in which the rockets are shot is conserved. Some rockets hit the ground but some don't, so it seems at least the vertical angle is conserved upon teleportation. Can't wait to try these things myself. :)

Posted: Thu Oct 20, 2005 10:34 pm
by Foo
If a spammer kills you, then either he wasn't spamming, or you played poorly.

It's not rocket science.

Posted: Thu Oct 20, 2005 10:49 pm
by Oeloe
Do i need to explain the difference between spamming and predictive shots? :icon8: In my book, spam is just the opposite of predictive shooting; carpetbombing a tele exit with nades while you don't even have a clue if your opponent was heading to the tele entrance, for instance. It happens a lot and not only total noobs do it.

Posted: Thu Oct 20, 2005 10:50 pm
by R00k
Foo wrote:If a spammer kills you, then either he wasn't spamming, or you played poorly.

It's not rocket science.
Actually, yes, yes it is.

ba-dum-dum

Posted: Thu Oct 20, 2005 10:53 pm
by R00k
Oeloe wrote:Do i need to explain the difference between spamming and predictive shots? :icon8: In my book, spam is just the opposite of predictive shooting; carpetbombing a tele exit with nades while you don't even have a clue if your opponent was heading to the tele entrance, for instance. It happens a lot and not only total noobs do it.
Yea, but the point is that any decent player will know better than to walk in front of a tele that is being spammed.

Which also means that people aren't going to be doing a lot of tele spamming unless they feel like wasting their ammo. Unless the server is full of noobs or something, but if that's the case you have bigger problems than a few spammed nades/rox.

Posted: Fri Oct 21, 2005 8:39 am
by Oeloe
R00k wrote:Yea, but the point is that any decent player will know better than to walk in front of a tele that is being spammed.
Most teleporters don't have view portals so unless the tele entrance being spammed is close enough to hear it, it's possible that you're near a spammed tele before the projectile comes out. The idea a teleporter can become a remote spamming source just sounds lame to me. I can imagine maps like aero and many cpm duel maps will be ruined in Q4, but i won't make up my mind before i've actually played Q4. ;)

Posted: Fri Oct 21, 2005 11:06 am
by MidnightQ4
Oeloe wrote:About that avi: you can't see very well whether the angle in which the rockets are shot is conserved. Some rockets hit the ground but some don't, so it seems at least the vertical angle is conserved upon teleportation. Can't wait to try these things myself. :)
The angle is not conserved, well the vertical is, but not the horizontal. In other words if you shoot it through at a sharp angle, sometimes it comes out the other side at an angle, but sometimes it comes straight out. Also I found that the rockets don't kill the guy who fired it when they come out either. I did this by firing on dm17 (dm8) in such a way that the rocket would fly out of the RA spot back towards me, and the rockets went right through me.

Posted: Fri Oct 21, 2005 11:10 am
by Oeloe
MidnightQ4 wrote:Also I found that the rockets don't kill the guy who fired it when they come out either. I did this by firing on dm17 (dm8) in such a way that the rocket would fly out of the RA spot back towards me, and the rockets went right through me.
I'd expect that. Rockets don't interfere with the players who shoot them in Q3 either (hence you can shoot a rocket down a deep gap, jump down and shoot another rocket just when you catch up with your first one, to land on the ground and do a triple RJ).

Posted: Fri Oct 21, 2005 1:12 pm
by R00k
You actually can control the exiting angle of rockets through tele's. I'd forgotten about this thread so I made my own:

http://www.quake3world.com/forum/viewtopic.php?t=12114