Yeah, I love rockets, and most things considered "noob", but that is even a little too noob friendly for me...
You can easily get 88 or maybe 89 damage in UT2004 per rocket. And not just in self-damage but to your opponent too. The reason it was never a full 90 is the game checks to see how close the rocket is to you upon exploding but does so from a central point within your collision cylinder. Since rockets blow up on the perimeter of this cylinder no projectile will ever do 100% damage even with a direct hit.
I haven't played UT3 in months so I don't remember the exact values, but I think rockets only do something like 70 self-damage at max. Whereas UT2004 would do 88 to both parties, UT3's would do 100 in one situation and 70ish in another -- therefore it has dampened self-damage.
That's the thing, different games do things differently. There's nothing wrong with one method over another provided care has been given to ensure that the formulas chosen fit with one-another.
As for area damage... you're pretty much left with the Redeemer and tank-shell if you wish to have serious splash damage. UT always rewarded accuracy and precision... many would say too much as per UT 2004... but that's its basis. That's its core mechanics.
Ripper would never work in any UT past 99 because the maps weren't basic blocks anymore.
Ripper would never work in any UT past 99 because the maps weren't basic blocks anymore.
You just said it'd make it more skillful. Random != skillful. Hypocrite.
Sheesh.
We arnt really talkin binaries though are we, randomness doesnt remove skill is my point and can infact add to other skills.
A bad ball bounce in soccer whats a player do? bitch about the bounce being random and call for a penalty? no they adapt! That adaptation and prediction skill can set a good player apart from a decent player.
We arnt talking about taking things out of the players hands here so the capactity for skill in any situation remains unchanged, while also raising the number of skills required for play.