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why are original and rl's reload speeds different?
1
#1
0 Frags +

https://b.catgirlsare.sexy/t-OM.png

https://b.catgirlsare.sexy/3WFT.png

https://wiki.teamfortress.com/wiki/Original#Damage_and_function_times
https://wiki.teamfortress.com/wiki/Rocket_Launcher#Damage_and_function_times

what is the reason for this

does this have an impact on which is better

[img]https://b.catgirlsare.sexy/t-OM.png[/img]

[img]https://b.catgirlsare.sexy/3WFT.png[/img]

https://wiki.teamfortress.com/wiki/Original#Damage_and_function_times
https://wiki.teamfortress.com/wiki/Rocket_Launcher#Damage_and_function_times

what is the reason for this

does this have an impact on which is better
2
#2
0 Frags +

A super long range direct rocket from the stock rocket launcher does 48 damage, not 45, so I already don't trust that information.

Edit: I think if there really was a difference, the competitive community would've noticed by now.

Offtopic: Maybe I'm biased but I hate the sound of the original, and the stock sounds like music in comparison. :/

A super long range direct rocket from the stock rocket launcher does 48 damage, not 45, so I already don't trust that information.

Edit: I think if there really was a difference, the competitive community would've noticed by now.

Offtopic: Maybe I'm biased but I hate the sound of the original, and the stock sounds like music in comparison. :/
3
#3
46 Frags +

Values are approximate and determined by Community Testing

Values are approximate and determined by Community Testing
4
#4
-11 Frags +

wow i had no idea
if this is correct the original is a straight update id say

wow i had no idea
if this is correct the original is a straight update id say
5
#5
0 Frags +

The second image is the default RL, FYI

The second image is the default RL, FYI
6
#6
0 Frags +
Values are approximate and determined by community testing

ninja'd fuck

[quote]Values are approximate and determined by community testing[/quote]
ninja'd fuck
7
#7
-10 Frags +
SmesiValues are approximate and determined by Community Testing

ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference

[quote=Smesi]Values are approximate and determined by Community Testing[/quote]

ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference
8
#8
18 Frags +
fade-SmesiValues are approximate and determined by Community Testing
ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference

team fortress two is not a framelocked game

ticks would be relevant, but frames mean nothing

[quote=fade-][quote=Smesi]Values are approximate and determined by Community Testing[/quote]

ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference[/quote]
team fortress two is not a framelocked game

ticks would be relevant, but frames mean nothing
9
#9
1 Frags +

I just hopped into tr_walkway. 48 damage on long range directs for both. The human brain is pretty good at timing/rhythm, and my brain feels like the stock and the original have the same rhythm/timing for firing and reloading.

I just hopped into tr_walkway. 48 damage on long range directs for both. The human brain is pretty good at timing/rhythm, and my brain feels like the stock and the original have the same rhythm/timing for firing and reloading.
10
#10
-7 Frags +
Waldofade-SmesiValues are approximate and determined by Community Testing
ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference
team fortress two is not a framelocked game

ticks would be relevant, but frames mean nothing

im assuming he did it on 60hz because 1.7s is roughly 100frames

[quote=Waldo][quote=fade-][quote=Smesi]Values are approximate and determined by Community Testing[/quote]

ya but the original reload thing has frame counts so idk it might be a bit accurate

1.7 s vs .9 s is a pretty noticeable difference next to each other so maybe there is a difference[/quote]
team fortress two is not a framelocked game

ticks would be relevant, but frames mean nothing[/quote]

im assuming he did it on 60hz because 1.7s is roughly 100frames
11
#11
10 Frags +

he probably timed the animation or something lol

he probably timed the animation or something lol
12
#12
11 Frags +

Does anyone actually think the original takes almost 2 seconds to reload after shooting?

On the same page it even comes with a video showing that the two are the same (in every way other than where the rocket shoots from):
https://www.youtube.com/watch?v=qlyjp0wDvpU&t=1m24s

Does anyone actually think the original takes almost 2 seconds to reload after shooting?

On the same page it even comes with a video showing that the two are the same (in every way other than where the rocket shoots from):
https://www.youtube.com/watch?v=qlyjp0wDvpU&t=1m24s
13
#13
5 Frags +

 

 
14
#14
marketplace.tf
1 Frags +
SnowshoeLook in the item schema... Original has no reload/damage modifier attributes. The animations are just replacements and cosmetic only. It's identical to stock except for the center firing projectiles.

The original can have different stats without it being in the schema.

It doesn't, but it could.

[quote=Snowshoe]Look in the item schema... Original has no reload/damage modifier attributes. The animations are just replacements and cosmetic only. It's identical to stock except for the center firing projectiles.[/quote]
The original can have different stats without it being in the schema.

It doesn't, but it could.
15
#15
5 Frags +

 

 
16
#16
-2 Frags +

Why that shows up the way that does is because 99% of weapons in tf2 have 50-150 fall off to ramp up, but the rocket launcher and a few other stock weapons are different. Rocket launcher is actually only 53-125. I'd bet someone just assumed it was 50% falloff instead of 53 or something

Why that shows up the way that does is because 99% of weapons in tf2 have 50-150 fall off to ramp up, but the rocket launcher and a few other stock weapons are different. Rocket launcher is actually only 53-125. I'd bet someone just assumed it was 50% falloff instead of 53 or something
17
#17
marketplace.tf
-2 Frags +
SnowshoeGeel9SnowshoeLook in the item schema... Original has no reload/damage modifier attributes. The animations are just replacements and cosmetic only. It's identical to stock except for the center firing projectiles.The original can have different stats without it being in the schema.

It doesn't, but it could.

Original uses the tf_weapon_rocketlauncher class. Since it has no attributes to change the damage, reload, etc. of the weapon, it's identical to the stock because they share the same class. Valve would have to update the item schema and give Original new attributes or change it to a new weapon class (like they did for the Air Strike and Direct Hit) to differentiate the weapon.

Basically, if the Original was different from the RL, we would know because the schema would show it.

anything is possible with code though

you're trying to tell me that the game developers absolutely have to use these systems to change an item's attributes. they don't. it would just result in shitty spaghetti code.

[quote=Snowshoe][quote=Geel9][quote=Snowshoe]Look in the item schema... Original has no reload/damage modifier attributes. The animations are just replacements and cosmetic only. It's identical to stock except for the center firing projectiles.[/quote]
The original can have different stats without it being in the schema.

It doesn't, but it could.[/quote]

Original uses the tf_weapon_rocketlauncher class. Since it has no attributes to change the damage, reload, etc. of the weapon, it's identical to the stock because they share the same class. Valve would have to update the item schema and give Original new attributes or change it to a new weapon class (like they did for the Air Strike and Direct Hit) to differentiate the weapon.

Basically, if the Original was different from the RL, we would know because the schema would show it.[/quote]

anything is possible with code though

you're trying to tell me that the game developers absolutely have to use these systems to change an item's attributes. they don't. it would just result in shitty spaghetti code.
18
#18
0 Frags +
eeeWhy that shows up the way that does is because 99% of weapons in tf2 have 50-150 fall off to ramp up, but the rocket launcher and a few other stock weapons are different. Rocket launcher is actually only 53-125. I'd bet someone just assumed it was 50% falloff instead of 53 or something

When damagespread is off, you can't get lower than a certain percent higher than 50%, no matter how far you go. Turning off damagespread effectively removes the top and the bottom sections of the damagespread curve.

[quote=eee]Why that shows up the way that does is because 99% of weapons in tf2 have 50-150 fall off to ramp up, but the rocket launcher and a few other stock weapons are different. Rocket launcher is actually only 53-125. I'd bet someone just assumed it was 50% falloff instead of 53 or something[/quote]
When damagespread is off, you can't get lower than a certain percent higher than 50%, no matter how far you go. Turning off damagespread effectively removes the top and the bottom sections of the damagespread curve.
19
#19
6 Frags +

I think people would have noticed by now if the original took almost twice as long to reload the first rocket as stock.

I think people would have noticed by now if the original took almost twice as long to reload the first rocket as stock.
20
#20
0 Frags +

Whoever posted data for the Original probably took the minimum interval between firing a rocket and firing after reloading a rocket.

It is useful information, but not very useful for some cases, ie. manual reloading or switching weapons. For example, if the RL clip is emptied then another item is held for a while, it should take ~0.9s to reload and fire a rocket after switching, so a rocket can be fired ~1.4s after switching back to RL.

Regarding damage, it could simply be old data. With damage spread, max fall-off is 50%, and it still is, but nospread is the default setting now; the way nospread works caps normal weapons at ~53%.

Whoever posted data for the Original probably took the minimum interval between firing a rocket and firing after reloading a rocket.

It is useful information, but not very useful for some cases, ie. manual reloading or switching weapons. For example, if the RL clip is emptied then another item is held for a while, it should take ~0.9s to reload and fire a rocket after switching, so a rocket can be fired ~1.4s after switching back to RL.

Regarding damage, it could simply be old data. With damage spread, max fall-off is 50%, and it still is, but nospread is the default setting now; the way nospread works caps normal weapons at ~53%.
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