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Whic enemy is least dangerous in large numbers?


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32 minutes ago, Maes said:

Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet?

Yes, they all use the same formula for randomization of both damage and angle of their shots:

Spoiler

A_PosAttack = Zombieman attack

A_SPosAttack = Shotgunguy + Spider Mastermind attack

A_CPosAttack = Chaingunner + WolfSS attack


void A_PosAttack (mobj_t* actor)
{
    int		angle;
    int		damage;
    int		slope;
	
    if (!actor->target)
	return;
		
    A_FaceTarget (actor);
    angle = actor->angle;
    slope = P_AimLineAttack (actor, angle, MISSILERANGE);

    S_StartSound (actor, sfx_pistol);
    angle += (P_Random()-P_Random())<<20;
    damage = ((P_Random()%5)+1)*3;
    P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
}

void A_SPosAttack (mobj_t* actor)
{
    int		i;
    int		angle;
    int		bangle;
    int		damage;
    int		slope;
	
    if (!actor->target)
	return;

    S_StartSound (actor, sfx_shotgn);
    A_FaceTarget (actor);
    bangle = actor->angle;
    slope = P_AimLineAttack (actor, bangle, MISSILERANGE);

    for (i=0 ; i<3 ; i++)
    {
	angle = bangle + ((P_Random()-P_Random())<<20);
	damage = ((P_Random()%5)+1)*3;
	P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
    }
}

void A_CPosAttack (mobj_t* actor)
{
    int		angle;
    int		bangle;
    int		damage;
    int		slope;
	
    if (!actor->target)
	return;

    S_StartSound (actor, sfx_shotgn);
    A_FaceTarget (actor);
    bangle = actor->angle;
    slope = P_AimLineAttack (actor, bangle, MISSILERANGE);

    angle = bangle + ((P_Random()-P_Random())<<20);
    damage = ((P_Random()%5)+1)*3;
    P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
}

 

Edited by scifista42

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47 minutes ago, Maes said:

 

Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet?

There's 3 hitscan attacks:

 

A_PosAttack for the Zombie

A_SPosAttack for the Shotgunner and SpiderMastermind

A_CPosAttack for the Chaingunner and WolfSS.

 

They all use the same formula for bullet spread and damage. The only difference between A_PosAttack and A_CPosAttack is the sound being played, actually.

 

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5 hours ago, Maes said:

 

Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet?

Maybe it seems that way because their only attack sprite has them facing the camera? They could be shooting something in the opposite direction as you but it'd look like they're shooting you.

Edited by Zulk-RS
Grammar errors.

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4 hours ago, Maes said:

 

Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet?

Yes to all of this. SS Nazis are far more powerful than zombiemen (though much weaker than their Wolf3D counterparts) but the enemy placement and completely broken scale of the secret maps work against them.

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