<?xml version="1.0" ?><rss version="2.0">
    <channel>
	<title>ETF2L &#8211; Latest activity in &#8220;Falloff damage&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-13872/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by X Hunter X</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-2/?recent=236279#post=236279</link>
    	    <description><![CDATA[<i>Quoted from Koeitje</i>
		<blockquote>There is fuel in rockets, which also explodes. Grenades are propelled by the weapon and not by fuel. 


(how sticky bombs fit in I don't know :D)</blockquote>

God damn sticky bombs they make TF2 unrealistic :P.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236279</guid>
    	    <pubDate>Sun, 24 Oct 2010 15:34:31 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-2/?recent=236279#post=236275</link>
    	    <description><![CDATA[There is fuel in rockets, which also explodes. Grenades are propelled by the weapon and not by fuel. 


(how sticky bombs fit in I don't know :D)]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236275</guid>
    	    <pubDate>Sun, 24 Oct 2010 15:20:00 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by X Hunter X</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-2/?recent=236279#post=236273</link>
    	    <description><![CDATA[Correct me if I'm wrong but to my aknowledge bullet falloff damage isn't realistic either because the bullets launch speed doesn't really differ from the bullets impact speed even on long distances.
The only thing that really has an impact is gravity, Coriolis force, windspeed and air pressure.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236273</guid>
    	    <pubDate>Sun, 24 Oct 2010 15:17:20 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Pena</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-2/?recent=236279#post=236269</link>
    	    <description><![CDATA[<i>Quoted from Sketch</i>
		<blockquote>so ummm. y is there falloff damage anyway? surely an explosion does the same amount of damage at any distance. i can understand hitscan falloff. but projectile just confuses the fuck out of me</blockquote>Spamming would become way too effective.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236269</guid>
    	    <pubDate>Sun, 24 Oct 2010 15:08:16 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by X Hunter X</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236266</link>
    	    <description><![CDATA[<i>Quoted from Sketch</i>
		<blockquote>so ummm. y is there falloff damage anyway? surely an explosion does the same amount of damage at any distance. i can understand hitscan falloff. but projectile just confuses the fuck out of me</blockquote>

If there wasn't falloff damage the soldier class would be a bit imbalanced.
Imagine tdh without falloff dmg :P.

Soldiers arent meant to long-range battle snipers *lol*.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236266</guid>
    	    <pubDate>Sun, 24 Oct 2010 15:01:49 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Sketch</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236264</link>
    	    <description><![CDATA[so ummm. y is there falloff damage anyway? surely an explosion does the same amount of damage at any distance. i can understand hitscan falloff. but projectile just confuses the fuck out of me]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236264</guid>
    	    <pubDate>Sun, 24 Oct 2010 14:57:30 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by X Hunter X</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236262</link>
    	    <description><![CDATA[<i>Quoted from Sketch</i>
		<blockquote>so? fire rocket at guy. then goomba stomp the fuck outa him with a rocket jump?</blockquote>

That's exactly the point.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236262</guid>
    	    <pubDate>Sun, 24 Oct 2010 14:54:58 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Sketch</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236223</link>
    	    <description><![CDATA[so? fire rocket at guy. then goomba stomp the fuck outa him with a rocket jump?]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236223</guid>
    	    <pubDate>Sun, 24 Oct 2010 12:30:31 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Juniorsatan</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236219</link>
    	    <description><![CDATA[Yeah, I noticed it while thinking about the thread when I was drunk yesterday.

And you are right. I tested it out. If you move closer to the enemy after having shot a rocket you will cause more damage.
But I cannot think of actual gameplay situations where you could apply it, the rocket is just flying too fast to fire it at longrange and jumping to mid- or even closerange.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236219</guid>
    	    <pubDate>Sun, 24 Oct 2010 12:08:37 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Snyppsis</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236086</link>
    	    <description><![CDATA[<i>Quoted from nTraum</i>
		<blockquote>[...]

that would imply that the damage will be calculated the moment you shoot the rocket, not the moment the rocket hits the target.</blockquote>

You obviously misread my post then.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236086</guid>
    	    <pubDate>Sat, 23 Oct 2010 22:09:24 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Juniorsatan</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236029</link>
    	    <description><![CDATA[<i>Quoted from Snyyppis</i>
		<blockquote>[...]

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off...

Wait, that's not any clearer!</blockquote>

that would imply that the damage will be calculated the moment you shoot the rocket, not the moment the rocket hits the target.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236029</guid>
    	    <pubDate>Sat, 23 Oct 2010 20:10:32 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by M24_</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236011</link>
    	    <description><![CDATA[pipes have no falloff damage. useful for stickies but unless your're jumping it doesn't really matter (for demo).]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236011</guid>
    	    <pubDate>Sat, 23 Oct 2010 19:33:55 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236005</link>
    	    <description><![CDATA[<i>Quoted from Snyyppis</i>
		<blockquote>[...]

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off...

Wait, that's not any clearer!</blockquote>

I actually understand now.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236005</guid>
    	    <pubDate>Sat, 23 Oct 2010 19:27:01 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Snyppsis</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=236001</link>
    	    <description><![CDATA[<i>Quoted from Koeitje</i>
		<blockquote>[...]

I don't understand what you are saying and what others are saying.</blockquote>

The fall-off damage is calculated based on your distance to the victim instead of the distance from the point of attack. This means that you can fire rockets from a long way, do a rocketjump or two to get closer to the target so that when those long-range rockets hit, they actually do more dmg thanks to less fall-off...

Wait, that's not any clearer!]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=236001</guid>
    	    <pubDate>Sat, 23 Oct 2010 19:22:05 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-13872/page-1/?recent=236279#post=235962</link>
    	    <description><![CDATA[<i>Quoted from XHunter</i>
		<blockquote>[...]

You can bomb a medic with 2 rockets like a double rocketjump and both rockets can do point blank damage.</blockquote>

I don't understand what you are saying and what others are saying.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=13872&#038;post=235962</guid>
    	    <pubDate>Sat, 23 Oct 2010 18:25:51 +0200</pubDate>
    	</item>
    </channel>
</rss>