Railgun! by Rook
Railgun! Text by Rook Music by DarkDemon |
INTRODUCTION |
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FEATURES | ||||||||||
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Starting from these features you can already make some considerations. Weapons in Q2 can be divided into two categories, those that shoot at instantaneous bullets and those whose bullet takes some time to reach the target. The first category includes shotgun, super shotgun, machinegun, chaingun and railgun. At the second, the blaster, the grenade launcher, the rocket launcher, the hyperblaster and the bfg. Shots shot from “non-instant” weapons can be avoided, or at least reduced in effectiveness, in an “active” manner. For example, a rocket can jump, or if you see a swarm of particles, you can get away. Instead of a shot shot by a “flash” weapon, you can not defend it, you can only try to be a hard target to strike, moving constantly and stuffing with armor. What makes railgun different from other instant weapons is that its effectiveness does not vary with distance. For example, the super shotgun has many points in common with the rail, a shot of super shotgun has a damage of 120 and its frequency is a blow every second, but only if your opponent is near you hit him with all the “balls”. As the distance increases, it also increases its rosé and as a result only a part of the balls hits the target while reducing the effectiveness. |
PRACTICAL USE Of the first defect, the precision required, we will talk further. Let us now see how to remedy the other two. Let’s say, for example, that our opponent has 100 health and 50 armor. Since the rail has a 100 damage, after being hit our opponent will have a health of 50 and no armor (in fact 150-100 = 50), which is very little for him but for rail the fact that health is 2 or 98 does not make a difference, and it is still a second hit. The difference is, however, for other weapons, for example chaingun is able to “suck” 50 health points in less than a second. The correct technique is therefore to hit the opponent first with the rail and, if he is still standing, make him “wind” with chaingun or super shotgun (both instant weapons). Of course, it is necessary to bind these two weapons, together with the hyperblaster (other excellent finishing weapon), with keys that are easily accessible. As for the third defect, that is, the time between one shot and the other, the best thing to do, once the first shot failed, is to keep a certain distance to have a chance to try and same time avoid the opponent’s strikes. Indeed, as already seen, all weapons, except rail, lose their effectiveness as distance increases, or because the rose is increased or because the non-instant bullets can be avoided. It is important to emphasize that when using the rail you should not always hold the fire button, but you have to coordinate it with the movement of the target on the target, which means that the 1.5 second value between a shot and the ” other is purely theoretical. |
ON-LINE USE |
The viewfinder is perfectly on target but the time interval between the fire control and the actual launch of the bullet causes the blow to go blank as the opponent is no longer in the spot in which he was at the time of the shot. To overcome this, you have to aim not directly at the target, but at an imaginary point that is a bit further ahead along the direction followed by the opponent. In this picture both players are still moving to the right and again with a ping of around 130, but, unlike before, the viewfinder anticipates the opponent’s move.
The amount of the advance varies according to a number of factors, such as the type of connection, analog or digital, the fastest or worse provider and server lag due to, for example, a large number of connected players. Generally the first shots are used to “take measures”. The problem, of course, does not exist if the opponent is moving along our own direction. |
TRAINING |
DEMO |
CONCLUSIONS Rook : kerochan@tin.it DarkDemon : darkdemon@tin.it Have fun! |
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https://web.archive.org/web/20000308104320/http://quake.quipo.it:80/rook/railgun.htm |