Variables Affecting
Combat Results
There are several types of health items that can be collected to regain lost health or increase your maximum health points. These are:
Surprise Enemy Silencer Easy Skill Level Falling Damage Environmental Hazards Drowning Weapon Switching Random Numbers
Surprise Enemy
Silencer
Easy Skill Level
Falling Damage
damage = deltavelocity*deltavelocity * 0.0001 One bug in Quake2 can be used to your advantage.
Landing on any slope, no matter how far you've just fallen, results in
taking zero damage. Clint aka [Kol]barFly points out that the slope
has to be more than 45 degrees for you to
After version 3.13 of Quake 2 (as Stephen "Reichert" Palmer
reminded me) the falling damage logic had been modified to better represent
more realistic damage from falling, even when landing on sloped surfaces.
You can still gain a significant mathmatical falling damage advantage by
landing on slanted surfaces, though.
Environmental Hazards
There are other hazards in the game that will cause the
player damage including exploding walls, electrified floors, barrels and
laser beams. A properly used barrel can often be more effective than
your actual weapons and a laser beam
Drowning
Weapon Switching
Hyperblaster Chaingun Machinegun SuperShotgun Shotgun Blaster So, for example, if you've been using the Chaingun and are also equipped with a Shotgun and a Railgun, running out of ammo would switch to the Railgun, not the Shotgun as it is higher on the list. I'm sorry to report that this weapon switching priority order is hardcoded into p_weapon.c and cannot be changed without recompiling the source code. It is also unfortunate that if you run out of ammo but have an explosive weapon (like the BFG, Rocket or Grenades) you must select these weapons manually as these weapons will never be autoselected (they're not on the list!). Another dissappointment relating to the problem of weapon switching is the inability to manually select an empty weapon. Often, my favored weapon is empty but I know there's ammo for it just around the corner. I would wish to select the empty weapon expecting to collect the ammo in a second or so and immediately begin firing. In Q2, we are not allowed this feature without modifying the source code. Luckily, id software often thinks ahead and has given us
control to override this effect using the console command:
Default: 0 Values: (Toggle) Description: This variable when set to "1" will allow the player to select a weapon that is out of ammo given that the player does have that weapon. However, the default settings have turned out to be a slightly frustrating weapon switching system compared to the more elegant and simple systems of id software's previous games: Doom and Quake. With enough play-time, though, Quake2's weapon switching system will become second nature. I suspect the developers at id software also experienced growing comfort with the system and eventually did not detect its subtle annoyances. Finally, note that the weapon switch will not take place
until you pull the trigger in an attempt to fire an empty weapon.
Some weapons (Hyperblaster, Chaingun) will spin for a couple of seconds
even after you've let go of the fire button. In every case, the weapon
switch will not occur until you've tried to fire the empty weapon.
Note: holding down the fire button will eventually result in a weapon switch
when ammo is depleated.
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