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  • Speed

    More to come.

    The TSA Marine ( always carries his knife )

    Vanilla Greenback ( lmg 50/100, pistol 10/20 )
    with lmg out: 203
    with pistol out: 206
    with knife out: 208
    notes: can perform all evasive maneuvers

    Humper Greenback ( lmg 50/250, pistol 10/30 )
    with lmg out: 201
    with pistol out: 201
    with knife out: 203
    notes: can perform all evasive maneuvers

    Quick Pressure ( shotgun 8/0, pistol 10/20 )
    with shotgun out: 201
    with pistol out: 203
    with knife out: 206
    notes: can perform all evasive maneuvers

    Extended Pressure ( shotgun 8/16, pistol 10/20 )
    with shotgun out: 194
    with pistol out: 199
    with knife out: 201
    notes: cannot double jump with shotgun

    Deadshot ( shotgun 8/16, no pistol )
    with shotgun out: 199
    with knife out: 206
    notes: can perform all evasive maneuvers

    Deadshot with nub comm ( shotgun 8/24, no pistol )
    with shotgun out: 194
    with knife out: 203
    notes: shotgun out interferes with evasive maneuvers

    Weirdo ( shotgun 8/16, empty pistol )
    with shotgun out: 196
    with pistol out: 201
    with knife out 203
    notes: can perform all evasive maneuvers

    Weirdo with nub comm ( shotgun 8/24, empty pistol )
    with shotgun out: 192
    with pistol out: 199
    with knife out: 199
    notes: can perform all evasive maneuvers

    Heavy Weapons Man ( hmg 125/250, pistol 10/10 )
    with hmg out:
    with pistol out:
    with knife out:
    notes:

    Analysis
    Pistol itself slows you down by 3.
    Lmg slows you down by
    Shotgun slows you down by

    There is a difference in speed depending on the weapon you are currently holding. The only time this really makes an in-game difference is when you have a shotgun and want to double jump on flat surfaces, where you should switch to pistol if you have a lot of ammo.

  • #2
    Re: Speed

    grab 8/12 shells ftw.

    whats the difference with nades?

    Comment


    • #3
      Re: Speed

      The base speed needed to double-jump as a marine should theoretically be given by sqrt((268-sv_gravity/framerate)^2 - 2*sv_gravity*18)

      Since I'm too lazy to explain it again, quotes of myself:
      A marine can bunnyhop on landing if the vertical component of his velocity is less than his base speed.

      Hence the height difference h needed to bunnyhop at base speed v, jump speed* s, and sv_gravity g is given by:
      h = (s^2 - v^2)/(2g)

      And conversely, the base speed v needed to bunnyhop on a height difference h with jump speed* s and sv_gravity g is given by:
      v = sqrt(s^2 - 2gh)

      *see entry on jump speed below
      (The height difference for going from ducking to standing is 18, half the difference between the height of the standing hull and that of the ducking hull. Also note that these formulae are based on an assumption of continuity and so are necessarily approximations in the discretized Halflifian mechanics.)

      and,
      Jump speed for every class is 268 units/second. However, HL seems to apply changes in velocity before changes in position, so one frame's worth of gravity is subtracted from the speed before you even leave the ground.

      Therefore the correct formula for jump speed v is

      v = 268 - sv_gravity/framerate
      (These are from the first post of topic 97790 on the UWE forums; these forums won't let me post a link.)


      Also, I tried and failed a long time ago to find a simple pattern in how weapons and ammunition affect run speed. The main problem is that adding or subtracting some weapon or bit of ammunition may change the speed or it may not, depending on what else you're carrying. You can't just say that adding a given item always subtracts a given number from the speed.
      Last edited by a civilian; 05-21-2007, 06:37 AM.

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