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Orc Nades

Posted: Sun Aug 20, 2006 2:59 pm
by ss2miraitrunks
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..

Posted: Sun Aug 20, 2006 4:36 pm
by ss2miraitrunks
bump

Posted: Sun Aug 20, 2006 4:49 pm
by YamiKaitou
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

Posted: Sun Aug 20, 2006 5:35 pm
by ss2miraitrunks
they weren't removed.. they just don't kill unless the orc nade is like directly under them =[

Posted: Sun Aug 20, 2006 9:07 pm
by Avanderik
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.

Posted: Sun Aug 20, 2006 9:43 pm
by ss2miraitrunks
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

Posted: Mon Aug 21, 2006 12:23 pm
by Geesu
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
nope

Posted: Mon Aug 21, 2006 5:47 pm
by ss2miraitrunks
well look into this though.. lot of people complained on how it leaves the with 1 hp..

Posted: Mon Aug 21, 2006 6:14 pm
by Geesu
I don't care

Posted: Tue Aug 22, 2006 4:35 pm
by -[AfK]- Faction
#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.

Posted: Tue Aug 22, 2006 6:47 pm
by Geesu
LOL - too bad thats not in war3ft :P

Posted: Tue Aug 22, 2006 6:57 pm
by Krazy
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).

Posted: Tue Aug 22, 2006 9:33 pm
by Geesu
ANd also realize - it's still possible if it stacks w/ crit strike

Posted: Tue Sep 12, 2006 7:50 pm
by erik2k3
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 ;)

Posted: Tue Sep 12, 2006 9:07 pm
by Geesu
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

Posted: Wed Sep 13, 2006 12:18 am
by z-10
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 :)