You know what really annoys poptarts?
staying in cover till they get the idea and, making them come to you.
play your game not theirs.


"pop Tarts"
Started by HybridTheory, May 06 2013 02:55 AM
46 replies to this topic
#41
Posted 06 May 2013 - 10:40 AM
#42
Posted 06 May 2013 - 10:44 AM
zraven7, on 06 May 2013 - 09:09 AM, said:
Now I've got a mental picture of a guy with a chainsaw-hand and a shotgun fighting demons while zipping around on a jetpack. :-P
You should buy Space Marine, you can pretty much do exactly that. Except instead of a shotgun you have a pistol that fires high explosive rocket propelled bullets.
Edited by Lostdragon, 06 May 2013 - 10:44 AM.
#43
Posted 06 May 2013 - 10:46 AM
Lostdragon, on 06 May 2013 - 10:44 AM, said:
You should buy Space Marine, you can pretty much do exactly that. Except instead of a shotgun you have a pistol that fires high explosive rocket propelled bullets.
Dude, the chaos marines are just what would have happened if, instead of fighting the deadites, Ashe had asked to meet their leader, had a beer, sold his soul for power, cloned himself a few million times, and waited a few millennia to start taking over the galaxy.
#44
Posted 06 May 2013 - 03:38 PM
The problem I have with poptarting:
The arms. If you take them at face value, they're somewhere (for a significant poptart...) between 7 and 15 tons. The actuators driving them are calibrated to handle that mass against a (more or less) constant gravity. When you jump, you're getting a significantly non-constant acceleration (it starts out much higher than local gravity, tapers off near the top of the arc, then goes into freefall). Keeping the impact points vs the crosshairs together throughout the jump is a non-trivial engineering and software problem.
Ballistics and ballistic-type weapons should be much more difficult to hit with, especially differing types of weapons.
The arms. If you take them at face value, they're somewhere (for a significant poptart...) between 7 and 15 tons. The actuators driving them are calibrated to handle that mass against a (more or less) constant gravity. When you jump, you're getting a significantly non-constant acceleration (it starts out much higher than local gravity, tapers off near the top of the arc, then goes into freefall). Keeping the impact points vs the crosshairs together throughout the jump is a non-trivial engineering and software problem.
Ballistics and ballistic-type weapons should be much more difficult to hit with, especially differing types of weapons.
#45
Posted 06 May 2013 - 05:57 PM
Have they not said something about reticle waving already in the most recent ATD?
I remember reading that they're going to be putting it sometime.
I remember reading that they're going to be putting it sometime.
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