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Author Topic: [Axis] Assualt ability  (Read 7115 times)
0 Members and 7 Guests are viewing this topic.
Tymathee Offline
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Posts: 9741



« Reply #20 on: May 29, 2011, 07:16:05 pm »

I agree. I've also played against assault where i'd run away, get out of range, only for it to run up and toss a real long range nade and hit the guy square on. I wonder if this has anything to do with the 2.602 update where nades dont miss their intended target anymore, could it have an affect on assault?
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Katusha Offline
EIR Veteran
Posts: 989



« Reply #21 on: May 29, 2011, 07:29:10 pm »

I agree. I've also played against assault where i'd run away, get out of range, only for it to run up and toss a real long range nade and hit the guy square on. I wonder if this has anything to do with the 2.602 update where nades dont miss their intended target anymore, could it have an affect on assault?

And he strikes again.. nothing from 2.602 has even been applied to EIR
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Tymathee Offline
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« Reply #22 on: May 29, 2011, 07:36:39 pm »

And he strikes again.. nothing from 2.602 has even been applied to EIR

assault ability is hard coded into coh itself, so no i didn't strike again, relic could've changed the way the nades work and it would've impacted EIR. I've especially noticed my nades dont miss anymore at all on all sides, so it's possible the grenade mechanic is also hard coded
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #23 on: May 29, 2011, 09:15:01 pm »

but nades are coded in the weapons files and that's where we use our grenades from... which is something that we've modified and as such assault is the way WE intended it to be...
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