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Evening Reading

by Maarten Goldstein, Mar 15, 2002 4:44pm PST
Related Topics – Wack News

It's early ER fun, like only Shacknews can provide! Tonight, we have:

- New airport security systems being tested in Florida. - Oscar piracy. - Canadians and their money. - Enron might've filed for bankruptcy a few months ago but they are still wasting money as ever. - The Japanese and their sex, "Middle-Aged Sex and Sympathy Ring Busted". - Ehm apparently you can now take care of blushing. They drill a hole in your armpit.
Lastly, Acclaim running an campaign for a new PS2 game, which involves billboards on gravestones. Of course, quite a few people pissed off. Thanks drucifer.









  • more team balance theory:

    fast player movement has *two* advantages:
    1. faster moving target is harder to hit
    2. faster movement helps reduce exposure time

    clarification:
    - imagine a map consisting of just a plane, no walls etc.
    two players, one with an accurate long range weapon (sniper), the other has fast movement (scout). So the sniper can see the scout all the time, but he will have some difficulty hitting the scout *only* because it's a fast moving target.
    at least the scout has no armor so he'll probably go down when he's hit only once.

    - now in a map with obstacles:
    the sniper still has the same problem as before. but now he also has the problem that he can't see the target at all for some of the time. if the scout is half smart he'll try stay out of sight and he would not have a hard time doing so.
    the target isn't just hard to hit, it's also impossible to hit for much of the time. this makes the scout having no armor a non-issue.


    I think no armor for scout only compensates him being a fast moving target.

    The fact that he can reduce the time he's exposed as a target much more than a slower class, is not compensated.