So I just noticed that Fall damage has a 20% variance. Is this a very unknown piece of info? I have never seen anyone mention it and it sounds really bad that your death could be determined by RNG, specially if you're a med surfing.
If you check the table below you can see that there can be up to ~12 HP in variance.
https://wiki.teamfortress.com/w/images/thumb/1/10/Fall_Damage_Velocity_Graph.png/900px-Fall_Damage_Velocity_Graph.png
Is there any reason not to ask the TF Team to add a command to disable this variable? Especially for the ones in contact with them, a small mention would help.
So I just noticed that [url=https://wiki.teamfortress.com/wiki/Fall_damage#Damage_values]Fall damage has a 20% variance[/url]. Is this a very unknown piece of info? I have never seen anyone mention it and it sounds really bad that your death could be determined by RNG, specially if you're a med surfing.
If you check the table below you can see that there can be up to ~12 HP in variance.
[img]https://wiki.teamfortress.com/w/images/thumb/1/10/Fall_Damage_Velocity_Graph.png/900px-Fall_Damage_Velocity_Graph.png[/img]
Is there any reason not to ask the TF Team to add a command to disable this variable? Especially for the ones in contact with them, a small mention would help.
Of the plethora of factors that are slowly dragging this fantastic game into the dust, this one is so inconsequential that I don't think worrying about it is worthwhile. Valve won't fix it.
Of the plethora of factors that are slowly dragging this fantastic game into the dust, this one is so inconsequential that I don't think worrying about it is worthwhile. Valve won't fix it.
daily reminder that truk took 98 fall damage somehow
daily reminder that truk took 98 fall damage somehow
FYI the max variance on medic is ±17.5hp (23 on soldier, 20 on demo, 15 on scout). But the speed you have to be falling at for it to reach that amount of variance isn't possible to achieve in most maps, so your absolute variance in terms of health is going to be much lower (how often do u take 75+ fall damage to get these numbers).
FYI the max variance on medic is ±17.5hp (23 on soldier, 20 on demo, 15 on scout). But the speed you have to be falling at for it to reach that amount of variance isn't possible to achieve in most maps, so your absolute variance in terms of health is going to be much lower (how often do u take 75+ fall damage to get these numbers).
Hey, it's been reported to VALVe through the most official bug-report channel I could find: https://github.com/ValveSoftware/Source-1-Games/issues/2489
EDIT: also while reverse-engineering the server binary, I found calls to get a random number between 0.8 and 1.2 when taking fall damage.
Hey, it's been reported to VALVe through the most official bug-report channel I could find: https://github.com/ValveSoftware/Source-1-Games/issues/2489
EDIT: also while reverse-engineering the server binary, I found calls to get a random number between 0.8 and 1.2 when taking fall damage.
ive always wondered how i could crater with ~50 hp
its crazy that this is an actual thing
ive always wondered how i could crater with ~50 hp
its crazy that this is an actual thing
This was added in one of the recent updates too. No idea why they had to touch that part of the code.
This was added in one of the recent updates too. No idea why they had to touch that part of the code.
OnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
could be from when the thermal thruster was added? and then the whole bug where the fall dmg wasn't doing any dmg to the enemy? idk
[quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
could be from when the thermal thruster was added? and then the whole bug where the fall dmg wasn't doing any dmg to the enemy? idk
tbh pretty realistic irl sometimes i break all my legs or nothing happens at all lol
tbh pretty realistic irl sometimes i break all my legs or nothing happens at all lol
side note, is it vertical velocity or just speed in general? i've suspicions it's speed since ive taken high fall damage from low heights due to horizontal knockback in the past but im not sure
side note, is it vertical velocity or just speed in general? i've suspicions it's speed since ive taken high fall damage from low heights due to horizontal knockback in the past but im not sure
Is there any reason not to ask the TF Team to implement matchmaking properly, recognise and support tf2 as an esport, nerf pyro... add a command to disable this variable?
Is there any reason not to ask the TF Team to [s]implement matchmaking properly, recognise and support tf2 as an esport, nerf pyro...[/s] add a command to disable this variable?
Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
GrapeJuiceIIINot very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
i will cry if they get rid of downsmashes
[quote=GrapeJuiceIII]Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.[/quote]
i will cry if they get rid of downsmashes
downsmashing a scout to kill him with 1 rocket is one of the few pleasures in life i have left
downsmashing a scout to kill him with 1 rocket is one of the few pleasures in life i have left
OnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
this has been around for years
[quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
this has been around for years
GrapeJuiceIIINot very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
bad idea you would take twice as much damage from rocket jumping as falling down from a ledge or something
[quote=GrapeJuiceIII]Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.[/quote]
bad idea you would take twice as much damage from rocket jumping as falling down from a ledge or something
gemmside note, is it vertical velocity or just speed in general? i've suspicions it's speed since ive taken high fall damage from low heights due to horizontal knockback in the past but im not sure
vertical velocity
[quote=gemm]side note, is it vertical velocity or just speed in general? i've suspicions it's speed since ive taken high fall damage from low heights due to horizontal knockback in the past but im not sure[/quote]
vertical velocity
GrapeJuiceIIINot very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
Lmao lets completely fuck up the idea of pogoing and ramp slides.
https://static-cdn.jtvnw.net/emoticons/v1/64138/1.0
[quote=GrapeJuiceIII]Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.[/quote]
Lmao lets completely fuck up the idea of pogoing and ramp slides.
[img]https://static-cdn.jtvnw.net/emoticons/v1/64138/1.0[/img]
vladOnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
this has been around for years
can you source that sir
[quote=vlad][quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
this has been around for years[/quote]
can you source that sir
OnfroivladOnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
this has been around for years
can you source that sir
Check the dates of the conversation
[quote=Onfroi][quote=vlad][quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
this has been around for years[/quote]
can you source that sir[/quote]
[url=https://wiki.teamfortress.com/wiki/Talk:Fall_damage]Check the dates of the conversation[/url]
OnfroivladOnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
this has been around for years
can you source that sir
i play tf2
[quote=Onfroi][quote=vlad][quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
this has been around for years[/quote]
can you source that sir[/quote]
i play tf2
OnfroivladOnfroiThis was added in one of the recent updates too. No idea why they had to touch that part of the code.
this has been around for years
can you source that sir
can you "source" it being changed?
its been around for years ive played medic + ulti med for years and its always been a pain, ive tested it from certain heights its always been this way.
[quote=Onfroi][quote=vlad][quote=Onfroi]This was added in one of the recent updates too. No idea why they had to touch that part of the code.[/quote]
this has been around for years[/quote]
can you source that sir[/quote]
can you "source" it being changed?
its been around for years ive played medic + ulti med for years and its always been a pain, ive tested it from certain heights its always been this way.
TailorTFGrapeJuiceIIINot very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
Lmao lets completely fuck up the idea of pogoing and ramp slides.
https://static-cdn.jtvnw.net/emoticons/v1/64138/1.0
oops im retarded
[quote=TailorTF][quote=GrapeJuiceIII]Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.[/quote]
Lmao lets completely fuck up the idea of pogoing and ramp slides.
[img]https://static-cdn.jtvnw.net/emoticons/v1/64138/1.0[/img][/quote]
oops im retarded
GrapeJuiceIIINot very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.
Remove dunks? But why??
[quote=GrapeJuiceIII]Not very related to the variance but i think fall damage should be calculated by time in the air rather than speed if it’s even possible. it would eliminate being cratered by rockets and by people just landing on you as you’re falling.[/quote]
Remove dunks? But why??