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| Tweet Topic Started: Apr 4 2008, 06:34 AM (271 Views) | |
| Borat Obomba | Apr 4 2008, 06:34 AM Post #1 |
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Hi everyone, this may seem stupid, but do the different characters have any attributes or disadvantages? I'm using some big scaly mofo but I wonder if he is easier to hit because he is so much bigger than everyone else, or like that fat clown character. I notice one of the darths is always a skeleton, which might explain why he always kicks everyones ass, its like playing as the olson twins. yeah, that's the only reason, i'm sure of it... |
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| KellyCat | Apr 4 2008, 06:57 AM Post #2 |
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I always wondered that too. That character that seems to be made like a robot I can't remember its name, seems to be hard to kill. And yes, would someone please give those Olsen twins a sandwich.... |
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| ES*AllyMcBeal | Apr 4 2008, 07:28 AM Post #3 |
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Part of the game is picking an avatar to match your game personality. and as far as I know, those skins have no effect on game physics. Game play is another issue. Some characters are loud, like Tank for example, and you can hear them coming. Also, it's a huge target -- easier to see and aim at. The Hunter character laughs a lot. They give themselves away. This can give you an edge. Some characters' costumes are good camoflague. I like the Bones skin because the thin, gray coloring blends in against most walls and floors. People in blue costumes are hard to see against the black sky of space maps. There's an outfit (forget the model) in a dark shirt and pale pants that's very hard to see in many situations. And so on! Hope this helps! |
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| dyn | Apr 4 2008, 08:31 AM Post #4 |
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No, technically all are the same. Only thing is, with some hard to see skin you may get a bit of advantage, but it depends since people can adjust brightness and players flash red or white (white also emits quad sound now and then). |
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| CROSs | Apr 4 2008, 10:07 AM Post #5 |
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imo different models have advantages, such as bones. Bones can be hard to see. Different model colors can blend, like blue was giving me a hard time in the dark. When a blue player would move, he/she was hard to track. Now that being said, once i turned vertex lighting on, toned down the graphics etc. players really are easier to site, but the game has lost eye candy. I can do w/out the eye candy as it does me no good when i keep dying :ph43r: |
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| mordockdotcom | Apr 4 2008, 10:11 AM Post #6 |
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admit it, cross... you die anyway
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| CROSs | Apr 4 2008, 10:57 AM Post #7 |
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:puts head down: yes, yes i do. BUT I WILL SURE DAMN TRY TO FRAG YOU ON MY WAY OUT!!!!!!!
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| warnite | Apr 4 2008, 11:47 AM Post #8 |
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I touched on this subject in a different thread. My understanding is that the "hitbox" is the same size regardless of which model you use. So there may be times it looks like you miss your target on a small model but acutally get the hit, or on a larger model it may look like your ammo passes through and you dont get the kill. Its all relative to making contact with the "hitbox". With that said, Keel is supposedly the closest size to the actual hitbox. Also Keel is a loud model and easy to track using headphones. That is why i chose Keel and i Force enemy model. |
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| CROSs | Apr 4 2008, 11:50 AM Post #9 |
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I don't get Keel when i force model;I get Sargent |
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| warnite | Apr 4 2008, 12:07 PM Post #10 |
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what model do you use cross? |
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| CROSs | Apr 4 2008, 09:15 PM Post #11 |
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Hey Warnite, I am using Keel. You know maybe i am seeing Keel. I looked at my model and it is Keel. To me other team looks like Sarg. I was thinking Keel looked like TankJr, but it is Keel that i do have. I was expecting the enemy to look like TankJr. In all honesty, if it wasn't for the cigar i would have a harder time distinguishing between the two, Keel and Sarg. Now that i think of it, force model must be working. I don't see any cigars. I have my detail and stuff turned down. Maybe that's why. Thx Warnite wanting to help. *any way to see where the hit boxes are located on each model or where it is default across all models? |
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6:34 PM Jul 10