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		Snarf Wrote:Not all 125hp fights are 2 shot kills. Unless you can actually aim
fixed
and I totally forgot about that drunken
you're right
	
 
	
	
	
	
	
 
 
	
	
	
		
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		First of all, I'm totally aware of the difference between damage and bullet spread.
Hell-met Wrote:Snarf Wrote:Not all 125hp fights are 2 shot kills. Unless you can actually aim
fixed
for that to be true, you have to be pretty much point blank and have every pellet hit. Look at one on one scout fights in competitive play (and I'm not just talking about shit in frag videos, because those are hand picked), and you'll see that most of them take quite a number of shots to decide. 
It's incredibly frustrating when you aim better than your opponent but he edges you because of random damage. Not just in scout fights- this happens in just about any 1 on 1 encounter. 
It doesn't matter that the server isn't competitive in its current state. The point is to get it there. Removing crits is the first step, removing damage spread is the second. All competitive tf2 servers have damage spread off. This server is an attempt to emulate them but in a public setting, and thus it should also have damage spread off.
	
 
 
	
	
	
		
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		i didnt really know what damage spread was until i read this thread and tbh i dont really notice anything different when i go from comp servers to sop pub server, also considering i still dont fully understand what it is.
	
	
	
	
	
	
 
 
	
	
	
		
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		Deadbolt Wrote:i didnt really know what damage spread was until i read this thread and tbh i dont really notice anything different when i go from comp servers to sop pub server, also considering i still dont fully understand what it is.
as hell-met explained, it's just a variance in the amount of damage things will do.
Back in the old days of tf2, a demoman's grenade had a chance to one shot a scout because of damage spread. With no damage spread, however, the grenade did a fixed amount of damage, and it would never one shot a scout. 
The spread has since been reduced so that shit this extreme wouldn't happen, but it still exists. Competitive servers disabled this a long time ago (I can't quite remember when) so that shots would be more consistent, since the point of competitive play is to reward skill as opposed to dice rolls.
	
 
	
	
	
	
	
 
 
	
	
	
		
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		so pretty much with it on there is a fixed amount of damage something would do?
	
	
	
	
	
	
 
 
	
	
	
		
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		With damage spread ON, weapons do a random amount of damage within a given range.
With damage spread OFF (what wombraider proposed and I support), weapons do a fixed amount of damage. This is the case on all competitive servers.
	
	
	
	
	
	
 
 
	
	
	
		
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		also, disabling the bullet spread would be nice as well
	
	
	
The lie can be maintained only for such time as the State can shield the people from the political, economic and/or military consequences of the lie. It thus becomes vitally important for the State to use all of its powers to repress dissent, for the truth is the mortal enemy of the lie, and thus by extension, the truth becomes the greatest enemy of the State.
 
	
	
	
 
 
	
	
	
		
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		WombRaider Wrote:also, disabling the bullet spread would be nice as well
Umm... do you mean the randomness of the spread or no spread at all?
	
 
	
	
	
	
	
 
 
	
	
	
		
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		i want to shoot a nice, square, uniform cluster of 9 pellets out of my scattergun
	
	
	
The lie can be maintained only for such time as the State can shield the people from the political, economic and/or military consequences of the lie. It thus becomes vitally important for the State to use all of its powers to repress dissent, for the truth is the mortal enemy of the lie, and thus by extension, the truth becomes the greatest enemy of the State.
 
	
	
	
 
 
	
	
	
		
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		I tremble at the thought of a heavy without any spread/recoil.