Orc Nades

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ss2miraitrunks
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Orc Nades

Post by ss2miraitrunks » Sun Aug 20, 2006 2:59 pm

Have orc nades how they are in 2.3.2 for 3.0 .. 8)
I've tested 3.0 on my server, and a lot of people were annoyed that they only doo 99 or 145 damage, and an ORC nade has to be DIRECTLY under them to kill them..

Please, if you can put ORC nades back how they were, i'd really appreciate it..

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Post by ss2miraitrunks » Sun Aug 20, 2006 4:36 pm

bump

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YamiKaitou
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Post by YamiKaitou » Sun Aug 20, 2006 4:49 pm

Bumb after an hour and a half, please wait till at least 24 hours to bump, otherwise it is sort of spam.

They were removed?? I thought that orc nades were still there. I haven't used 3.0 yet, so I don't know
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ss2miraitrunks
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Post by ss2miraitrunks » Sun Aug 20, 2006 5:35 pm

they weren't removed.. they just don't kill unless the orc nade is like directly under them =[

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Avanderik
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Post by Avanderik » Sun Aug 20, 2006 9:07 pm

This will be looked at but they will definitely not go back to the "throw a nade and 6 people die" scenario. BTW, it shouldn't kill them if nade is under them anyways. Currently in 3.0, the nade will do a max damage of the max health of a race minus 1. So it would only kill with a critical strike if user is at full health.
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ss2miraitrunks
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Post by ss2miraitrunks » Sun Aug 20, 2006 9:43 pm

It would be awsome if you can have like a choice in war3ft.cfg if you want orc nades the old fashion way.. or the new way XD

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Geesu
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Post by Geesu » Mon Aug 21, 2006 12:23 pm

ss2miraitrunks wrote:It would be awsome if you can have like a choice in war3ft.cfg if you want orc nades the old fashion way.. or the new way XD
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Post by ss2miraitrunks » Mon Aug 21, 2006 5:47 pm

well look into this though.. lot of people complained on how it leaves the with 1 hp..

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Geesu
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Post by Geesu » Mon Aug 21, 2006 6:14 pm

I don't care
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Post by -[AfK]- Faction » Tue Aug 22, 2006 4:35 pm

#define ORCNADELESS 1

#if ORCNECKLACE
new Float:p_grenade[3] = {2.0,3.0,5.0} // Critical Grenade (skill 2) (Strength if necklace protects)
#else
#if ORCNADELESS
new Float:p_grenade[3] = {1.5,2.25,3.25} // Critical Grenade (skill 2) (Strength if necklace dosen't protect)
#else
new Float:p_grenade[3] = {2.0,3.0,5.0} // Full damage if ORCNADE_LESS is disabled.
Now that is what I am talking about.
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Geesu
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Post by Geesu » Tue Aug 22, 2006 6:47 pm

LOL - too bad thats not in war3ft :P
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Post by Krazy » Tue Aug 22, 2006 6:57 pm

Would you guys stop bothering geesu about this. I know you guys all hate it when someone throws a orc nade at your team and kills like 5 of you. This stops that one person from racking up all the kills, so you and your team mates can still kill the severely hurt players (with giving the severely hurt players one last fighting chance).
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Geesu
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Post by Geesu » Tue Aug 22, 2006 9:33 pm

ANd also realize - it's still possible if it stacks w/ crit strike
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Post by erik2k3 » Tue Sep 12, 2006 7:50 pm

just keep going with ure work Geesu, the whole orc nade thing becomes somwehat of a laming....

u have assault and the entire t team are orcs.... what the hell ???? nono, 99 dmg is very good ;)
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Geesu
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Post by Geesu » Tue Sep 12, 2006 9:07 pm

I know people will hate the change initially, but its still like a TON of dmg... And you can still kill them w/crit strike, so whatever
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Post by z-10 » Wed Sep 13, 2006 12:18 am

I recoded mod for my lan server so orcnades always leave 1 hp, no matter how much hp player have. So lame orcs just can't kill ppl with nades :)

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