*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 28, 2024, 12:29:11 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: pak40  (Read 1230 times)
0 Members and 1 Guest are viewing this topic.
11on2d6 Offline
EIR Veteran
Posts: 193


« on: December 10, 2010, 02:25:48 pm »

The pak40 says its 4 pop in launcher but on the field it takes up 5, allowing you to have callins above popcap.

It also seems to have a bugged windup value, which is comparable to what the stug used to have, its having the same adverse effect on the pak40 as it had on the stug, essentially meaning unless a target is sitting stationary in front on of the gun, it wont get hit.
« Last Edit: December 10, 2010, 05:21:53 pm by 11on2d6 » Logged
11on2d6 Offline
EIR Veteran
Posts: 193


« Reply #1 on: December 17, 2010, 11:52:22 pm »

is this not a bug then? having inconsistent Pop values?
Logged
Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #2 on: December 18, 2010, 12:58:20 am »

Its an easy mistake to make. Either they change the launcher value, or the RGd value. Its an easy fix really.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.063 seconds with 36 queries.