Actually, at first glance, this seems neat. It's the SW for shots. It also is fairly well-balanced- you cannot be hit, but you can't kill anyone either (except BU). Like was mentioned earlier, it is most useful in a supporting roll, and some flags can still kill you when you use it. It could even use the same variables as SW (radius, rate, # shots).
L4m3r wrote:This would be tricky to code, especially with lag. Currently, shots do not interact with each other at all.
Granted. However, I think the scenario could work like this: "repulse" fired by some user, all players notified. All players track it like SW, and when it contacts their shots, they send MsgShotEnd (IIRC), and all players kill that shot, etc.
But if you were on a team, you could protect more than just yourself. Yes occasionally you would have to "kill" you teams bullets, but that would be of little consequence if your team wouldn't die easily. Your entire teams score would go up over time.
Not really. you'd still be vulnerable- someone would just have to drive up close to you, inside the shell, and fire. The tank can't shoot back, either. A decently long delay between shots would probably be enough.
Generally, though, flags that disable your ability to shoot others are not well-liked by the developers.
L4m3r wrote:Not really. you'd still be vulnerable- someone would just have to drive up close to you, inside the shell, and fire. The tank can't shoot back, either. A decently long delay between shots would probably be enough.
Generally, though, flags that disable your ability to shoot others are not well-liked by the developers.
he is right if you hat like 10 shots or a relly long reload time i could be better
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