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CAx Shaft: Fact or Fiction!

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  • CAx Shaft: Fact or Fiction!

    The term "CAx shaft" refers to how some think it is much more difficult to shaft in CAx versus, say, CA+ or even DM or CTF.

    Is CAx shaft real or is it fiction?
    14
    CAx Shaft is real
    50.00%
    7
    It is fiction!
    14.29%
    2
    What's CAx?
    28.57%
    4
    What the shaft?
    7.14%
    1
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  • #2
    I think its the tiny variations in server, even if they are configured the same. if your strafe speed is different, your aiming technique has to adjust so it will feel different etc.. just my 2 cents

    I'd like to hear other opinions as I might be wrong but didn't R00k also say that the code for lg is the same in CA+ as CAX?
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    • #3
      I think in CA+ the shaft strength was slightly increased and RL dmg was decreased,hence LG being more popular in CA+,and CAx has more RL chaos..
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      • #4
        MindzX you got any content on that? or is it just your personal hunch?
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        • #5
          To my knowledge, the difference is that ca+ shaft aim was updated at 2x the normal frequency, making it more powerful (or just more accurate maybe?). CAx shaft should be exactly like any other standard mod. Ask R00k..
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          • #6
            Come to think of it, i do remember hearing the CA+ shaft was updated 2x frequency compared to CAX, thanks Yellow!
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            • #7
              From what Phocus says, and from when chi.nailed was cax, I can say that no, CAx doesn't. Phocus is into netcoding and such and stated that running a game on Qrack will result in a subtle change in feel due to a minor netcoding change (I believe; don't quote me). One could argue this changes the way the shaft feels on Rage, if rage is ran on Qrack as I was led to believe by someone (forget who). I don't find it too big of a deal.

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              • #8
                I was playing CA+ and CAX all last night, me personally, I felt a difference in movement along with the lg's feel.. that could however be because the movement felt different there for my aim was alightly off. both of CA+ and CAX had the same settings. Just my 2 cents, but if Yellow's statement is right about CA+ shaft updating at twice the frequency that would explain why it appear the CA+ shaft is better
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                • #9
                  I think that CA+ decreased the delay between shot time for the LG

                  example:
                  in player.qc (for anyone who wants to look)
                  ...
                  W_FireLightning ();
                  self.attack_finished = (time + 0.2);<-- delay until u can shoot again.

                  it is possible to lower that 0.2 to 0.15 or 0.1 and incur more damage per frame to your opponent without increasing the damage (30?) of the lg. I feel it was too weird to adjust this after 10 years of a quake standard, so I didnt conform to CA+. Also, in my opinion ticrate may effect the damage also. Since "time" is based on the host_frame from the server.

                  I have always tried to keep CAx standard Quake, paralell with CRMOD and CRCTF...

                  Oh btw, ca+ hardcoded sv_accelerate and sv_friction for faster starts/faster stops good? bad? Probably not. But just different. It's Q1 not CPMA.
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                  • #10
                    Perhaps this poll should be accompanied by another poll which asks "is CAx shaft good or bad?". I think it is probably different, as Rook says, but I think Rook is right in keeping with the original Quake dynamics. Anything else would be gibberish.
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                    • #11
                      Originally posted by BizarroMonkey View Post
                      but I think Rook is right in keeping with the original Quake dynamics. Anything else would be gibberish.
                      I agree with you on that point but a mod is a mod and it's not a mod unless there's something different which makes it a mod . Examples, no self damage is in effect (it's not teamplay 2 because in that mode you can still harm your teammate's armour) and the axe damage is increased. Original Quake physics rule but it's not all original

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                      • #12
                        What CAx needs, and this shouldn't be too hard to take from CA+, is a plup/pldown function, where players wait in line on teams until deaths, keeping things mostly even. It will make a negligible difference in time consumption, and it will turn essential Free For All's into mini-matches. That is my opinion.

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                        • #13
                          hah! It's been so long since I've played CA+ that I've forgotten about that feature. Good times.

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                          • #14
                            Actually that is already implemented (under a different command name.) It sets the max amount of players from each team to rotate in after deaths.

                            I surely can understand they dynamics of rotating teammates round by round.
                            But to have 1 pop in full against an opponent who just wasted 3 other guys and now only has 10%health who's going to lose the entire round because some phatty just spawned in, is kinda weak sauce. Now, call me crazy, but I think it might be better if u had (5) people on a team and only (3) spawn in per round. Then, after each round, shuffle the deck and spawn freshies for the next round.

                            I do agree with you there are times its a freaking game of "elbows and assholes" on dm3 with 3 vs 3 vs 3...
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                            • #15
                              Originally posted by R00k View Post
                              Actually that is already implemented (under a different command name.) It sets the max amount of players from each team to rotate in after deaths.

                              I surely can understand they dynamics of rotating teammates round by round.
                              But to have 1 pop in full against an opponent who just wasted 3 other guys and now only has 10%health who's going to lose the entire round because some phatty just spawned in, is kinda weak sauce. Now, call me crazy, but I think it might be better if u had (5) people on a team and only (3) spawn in per round. Then, after each round, shuffle the deck and spawn freshies for the next round.

                              I do agree with you there are times its a freaking game of "elbows and assholes" on dm3 with 3 vs 3 vs 3...

                              Popping in fresh does not indicate a distinct advantage; in fact, it easily can be a huge disadvantage because you would either instantly be out of position against 3 LIKELY unified (yet harmed) players, or in position to be triple directed if you spawn near the fight. The fact is that you're spawning after the death of both a teammate and potential enemy distraction. It actually acts to balance that because of the fact that you're full.

                              I believe there are some demos on challenge-tv that display the fact pros and cons to this change tend to balance out.

                              So yeah, we mostly seem to agree Rook. 3 at once (with 2 teams) should be the max. But, allowing the other 2 (if there's 5 total) is really neither an advantage or disadvantage, in my experience.
                              Last edited by Stung; 03-27-2007, 10:55 PM.

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