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Re: Venom Gunship

Posted: Fri 08 Jun , 2012 9:39 am
by iRobot

Re: Venom Gunship

Posted: Fri 08 Jun , 2012 10:25 am
by iZumo
Ow man, one watches teletubbies, another is too pink. Srsly guys, wtf? :P

Re: Venom Gunship

Posted: Fri 08 Jun , 2012 11:38 am
by iRobot
Says the raiser omg

Re: Venom Gunship

Posted: Fri 08 Jun , 2012 3:17 pm
by Azarael
Yaaaay ^_^

Re: Venom Gunship

Posted: Sun 10 Jun , 2012 11:10 pm
by Azarael
Venoms will now receive twice the damage dealt when used to run over players on foot and receive damage equal to half their max HP when used to pancake players.

If you need some rationalisation, compare the effects of bird strike on real-world windshields and all the nasty shit that gets into the engines during a crush (as the engines run on air).

I think this would be a useful fix to implement for all flying vehicles as even Raptor and Cicada crushes and rams are considered lame strategies.

Re: Venom Gunship

Posted: Mon 11 Jun , 2012 12:52 am
by Azarael
It's just a rationalisation which gives me an excuse to bump off a cheap strategy.

Re: Venom Gunship

Posted: Mon 11 Jun , 2012 2:52 am
by Azarael
Community Service for players would be hilarious, though.

Re: Venom Gunship

Posted: Mon 11 Jun , 2012 9:25 am
by iRobot
Azarael wrote:It's just a rationalisation which gives me an excuse to bump off a cheap strategy.
joinha

How do you plan to deal with kamikaze ramming of hellbenders from roads? My #1 pet hate with flying vehicles on race maps.

I wouldn't mind if shield made your mass increase x1000 so you couldn't be pushed but that's probably a little advanced to implement tailored to all the different scenarios.

Re: Venom Gunship

Posted: Mon 11 Jun , 2012 3:09 pm
by Azarael
If there's a function specifically called when Karma vehicles collide with each other (as opposed to with the world), I can simply bump up the damage taken there.

Re: Venom Gunship

Posted: Mon 11 Jun , 2012 3:40 pm
by iRobot
I hope you are not suggesting I would know these things.