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s p e c i f i c a t i o n s
Pro-Rocket 1.0
increased rocket launcher speed
from 650 (game version 3.14) to 1000 units per second (identical to Classic Quake)slight decrease in direct-hit rocket damage
from 100 + random(20) to 90 + random(20).
This reduces the likelyhood of the "instant unarmored kill" from 100% to 50%slight decrease in rocket splash damage.
from base 120 to base 110.. about a 9% decrease.increased rocket splash damage radius
From 120 (Quake2) to 160 units (Classic Quake)Added momentum kick for direct rocket hits
getting hit with a rocket should feel... well.. like getting hit with a rocket.overall increased bounce physics
Rocket damage now bounces players like Classic Quake,
the settings have been tweaked and tested on a faithful DM4 conversion...fast weapon switching
based on code provided by CRT and used in Rocket Arenaoptional pro-pak
for the full monty, check out the pro-pak. Totally optional, totally crucial.The future :
If Pro-Rocket gains support in the community, any changes made for Pro-Rocket 2.0 will be voiced and directed by that community.
The future of Pro-Rocket lies with Q2 Mod developers and the people who play them. That means you ! Send in your comments and suggestions.
Further tweaks currently under careful consideration include :
Player Speed increase to 320
a few people have mentioned that they feel player speed of Quake2 is a tad too slow. Suggested Increase by approx. 10% will be tested once the 3.15 source is availableAir Control
( although this was next on the list, a recent .plan update states that QuakeWorld style "air control" will be back in the 3.15 release of Quake2. YEAH! )
I tried to get used to the new (and more realistic) style of movement, but I found myself yearning for the QW style. I know it's probably because I was weaned on Quake, but what's done is done.Viewheight Tweak
Q2's existing viewheight is just a little too high, giving an slightly odd perspective. Suggest moving the default viewheight so that the eyes of opposing players appear 1/3 down from the top of the screen. (I tried to tweak this by altering the viewheight variable, with no success.. help ! :)Increase sound attenuation for teleports and item pickups.
For dueling (and even deathmatching) the sounds of the teleports and spawns are just plain crucial, and in Q2 they don't seem to carry far enough. From what I gather the teleports' attenuation level is normal, so it's not a matter of just changing the level. I think the attenuation for ALL normal-class sounds could probably do with a little beef.
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