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nukes
Posted: Tue Jan 30, 2007 5:08 pm
by airrrr man
if i am correct the only way you can tk people with the nukes is if you kill yourself first. So if a player is alive and drops a nuke dont acuse him of being a tker because it was probably a smith :D (this has happened to me several times)
Posted: Tue Jan 30, 2007 6:37 pm
by M3RC
i never knew that air, but no matter what u say players r quick 2 point the finger like a little BITCH. the way i see it, its only a game shit happens its all good fun, so censored'em all air

Posted: Wed Jan 31, 2007 6:04 am
by Bert
Yeah that's true air and what I keep telling everyone.
Even if you have a healing nuke the switch back time is too slow and sends it over to another weapon before the blast radius has diminished and this is what gets people most of the time, as the weapon its switching back to is not a healing weapon.
Resulting in the untimely demise of the player and any unfortunate players nearby.
So everyone, for the love of god make sure you manually select a healing weapon for it to flip back to just after firing it so that this stops.
There are other times such as the player being killed by a monster before the nuke goes off, though its not like that is the fault of the player. (Usually)
I've had that happen with wand projectiles in confined spaces a few times, I die then they carry on and kill a load of players. Much to their bewilderment.
Posted: Wed Jan 31, 2007 11:18 am
by TurkeyFromHell
OR. to solve the problem of auto switching to a nonhealing weapon before the blast has gone away (or even detonated) you can go to settings and uncheck "auto switch weapons on pickup" (i think in either input or game submenu), and if you do, then you'll keep out the same weapon unttil you manually change, even if your ammo is empty. so u can launch a nuke and keep the nuke out even if ur ammo is empty (once you change off of it though, you can not change back to a weapon that has no ammo, even if autoswitch is disabled)