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 Post subject: Hook Damage
PostPosted: Wed Mar 03, 2004 4:15 pm 
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If hook damage is allowed, I think there should be something to prevent it's abuse. Attacking recently spawned players is one thing since they have an opportunity to escape, but hooking them is pretty cheap. Hooking players to capture opponents with the luxury of shield or pent is somewhat unsporting as well.


Here are three ideas:

1. Hook damage only affects an opponent's shield.

2. Hook is automatically disengaged after 2 or 3 seconds if hooked onto another player.

3. When hook is engaged, hooker is left vulnerable and receives more damage. This will discourage excessive "Spiderman" hook use.

toyo


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PostPosted: Thu Mar 04, 2004 6:15 am 
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deadzone.runecentral.com
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Quote:
2. Hook is automatically disengaged after 2 or 3 seconds if hooked onto another player.


This is a great idea!

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 Post subject: Re: Hook Damage
PostPosted: Thu Mar 04, 2004 7:46 am 
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toyo_mr2 wrote:
If hook damage is allowed, I think there should be something to prevent it's abuse


I think we found your achilles heel!

toyo_mr2 wrote:
Attacking recently spawned players is one thing since they have an opportunity to escape, but hooking them is pretty cheap.


I will correct this.

toyo_mr2 wrote:
Hooking players to capture opponents with the luxury of shield or pent is somewhat unsporting as well.


Unsporting... perhaps. But it sure does make one hell of a ride!!!

Thanks,

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PostPosted: Sat Mar 06, 2004 9:41 am 
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Back when Vamp was first introduced you could get health off of a Pent holder by grappling them and shooting at them to get health till the pent wore off and you killed them. That was a wild ride.


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PostPosted: Sun Mar 07, 2004 3:29 am 
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OK Toyo, I've made it so that hook will bounce off of spawn shields.

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PostPosted: Sat Dec 25, 2004 7:16 am 
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Chuck wrote:
Back when Vamp was first introduced you could get health off of a Pent holder by grappling them and shooting at them to get health till the pent wore off and you killed them. That was a wild ride.


Chuck!!! omg dude that was my ride too!! I used to do that all the time!! hahahah

What ever happened to that ability of grappling and damaging players with the hook? What version of Rune/Artifact Quake do I need to get it back?


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PostPosted: Mon Dec 27, 2004 5:27 pm 
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I've added a new vote command that allows you toggle hook damage. I've named it vote-hook-damage.

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PostPosted: Wed Jan 26, 2005 4:31 am 
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I once had similar feeling about this when in CTF so i added something like this to deter latching on for dear life!
this code could be added to
float ()
MaybeDropHook =
{
//...

if (vlen (self.enemy.velocity-self.owner.velocity) > 300)
{
sound (self, CHAN_WEAPON, "shambler/smack.wav", 1, ATTN_NORM);
T_Damage (self.enemy, self, self.owner, 10);
dropit = TRUE;
}
this would basically break the chain attached to you if u yourself simply grappled a wall or ceiling with your own hook.
The quick pull would snap the chain attached to you, causing only minor pain ;)


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PostPosted: Thu Feb 03, 2005 8:53 pm 
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Interesting idea. Might make for an option.

Thanks,

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PostPosted: Fri Feb 04, 2005 4:54 pm 
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Joined: Sat Jul 17, 2004 8:42 pm
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Location: Orlando, Florida
I am neutral on hook damage vs. no hook damage, but there's certainly one place it should always be off... before the match begins in RA. Hydro and I tried RA with hook enabled, and I thought it was really fun. But I could just see some lameoid hooking onto an opponent before the match even begins and just shafting them.

It will start happen as soon as IHH finds out that it's possible. :wink:


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