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Falloff damage

Created 23rd October 2010 @ 15:50

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XHunter

TIDS
\V/ »

Especially for soldier and demoman it doesn’t matter where you stand when you shoot your projectile.
The only thing that matters is your position when your projektile hits. That’s how falloff damage is calculated.
http://tf2wiki.net/wiki/Damage

Just wanted to say it because i read some posts about shooting while midair.


Last edited by XHunter,

Koeitje

AUTOBOTS

?

XHunter

TIDS
\V/ »

Quoted from Koeitje

?

You can bomb a medic with 2 rockets like a double rocketjump and both rockets can do point blank damage.

Ched

.tony

In the case of a soldier, it is generally more reliable to be patient and wait until you are closer to the medic so that he has less of a chance to dodge the rocket or set up his own ‘rocketjump’ using your rocket to avoid you.

Instead of wasting one of the three rockets you have midair, it is usually better to reload the rocket you used initially whilst rocketjumping so that you land with four rockets instead of two.

In the case of the demoman, randomly shitting stickies all over the enemy team whilst soaring through the air like a pigeon seems to manage to kill at least someone 9/10 times so go ahead.

Koeitje

AUTOBOTS

Quoted from XHunter

[…]

You can bomb a medic with 2 rockets like a double rocketjump and both rockets can do point blank damage.

I don’t understand what you are saying and what others are saying.

Snyyppis

RLM

Quoted from Koeitje

[…]

I don’t understand what you are saying and what others are saying.

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off…

Wait, that’s not any clearer!

Koeitje

AUTOBOTS

Quoted from Snyyppis

[…]

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off…

Wait, that’s not any clearer!

I actually understand now.

M24_

pipes have no falloff damage. useful for stickies but unless your’re jumping it doesn’t really matter (for demo).


Last edited by M24_,

nTraum

\V/ Gold
LAME

Quoted from Snyyppis

[…]

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off…

Wait, that’s not any clearer!

that would imply that the damage will be calculated the moment you shoot the rocket, not the moment the rocket hits the target.

Snyyppis

RLM

Quoted from nTraum

[…]

that would imply that the damage will be calculated the moment you shoot the rocket, not the moment the rocket hits the target.

You obviously misread my post then.

nTraum

\V/ Gold
LAME

Yeah, I noticed it while thinking about the thread when I was drunk yesterday.

And you are right. I tested it out. If you move closer to the enemy after having shot a rocket you will cause more damage.
But I cannot think of actual gameplay situations where you could apply it, the rocket is just flying too fast to fire it at longrange and jumping to mid- or even closerange.


Last edited by nTraum,

Sketch

MM

so? fire rocket at guy. then goomba stomp the fuck outa him with a rocket jump?

XHunter

TIDS
\V/ »

Quoted from Sketch

so? fire rocket at guy. then goomba stomp the fuck outa him with a rocket jump?

That’s exactly the point.


Last edited by XHunter,

Sketch

MM

so ummm. y is there falloff damage anyway? surely an explosion does the same amount of damage at any distance. i can understand hitscan falloff. but projectile just confuses the fuck out of me

XHunter

TIDS
\V/ »

Quoted from Sketch

so ummm. y is there falloff damage anyway? surely an explosion does the same amount of damage at any distance. i can understand hitscan falloff. but projectile just confuses the fuck out of me

If there wasn’t falloff damage the soldier class would be a bit imbalanced.
Imagine tdh without falloff dmg :P.

Soldiers arent meant to long-range battle snipers *lol*.


Last edited by XHunter,

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