Approaching from behind/side is best, wallrunning into a rodeo is very easy as well. Satchel charges are the quickest way to kill a Titan via rodeo, and if you hear the hiss of the front hatch opening, you can throw a satchel down in front of the titan and detonate it for an easy pilot kill. Pick your spots, and try not to get seen on the approach if there are nearby enemies. Watch out for electric smoke and cluster missile backscratching.
Last Edit: Mar 18, 2014 16:24:49 GMT -5 by Dissentia
Damage to pilots would be 185 per warhead, "explosion damage" "1" probably just flags the type of damage for the bullet as "explosive", and likely adds splash damage to the projectile, with a radius of 120 units. Possibly twice as much damage against titan armor, as opposed to health?
EDIT: As far as NPCs, I'm not sure if that's the value that would be used for titans in auto-pilot, and if so, the damage numbers seem to be different than a piloted titan, which would be an interesting find.
Last Edit: Mar 8, 2014 15:55:59 GMT -5 by Dissentia
He said it may be 11 pellets, and if that is the case: 285 / 11 = ~26. This means you can hit 8 of the 11 for lethal. Assuming 8 pellets, this means that you can hit 6 of the 8 and still get lethal on a pilot.
The hipspread is tight on the shotguns, and I found them to be very reliable at further ranges than the CoD shotguns. In the beta, at least, they held their own, and well fit the space a shotgun should occupy. Some argued they were too strong.
Thanks a lot, Den, I think you might be right. I am spreadsheeting the weapon stats at the moment, and for now I am going to leave the reload_time_late stats off until we better understand them (probably when we have the game).
What does that entail? And how did you get the position?
I hope you don't mind, but if you would let me do a bit of brainpicking every once in a while I would be extremely grateful.
I don't mind at all, sorry I took so long to respond; I've been pretty busy. Most QA testing for games is basically looking for bugs on the specific build you are working on and then making sure they are fixed in later builds. Also, you are often given checklists to help you find bugs, and to ensure that things are in working order. Builds can come as frequently as 2 a day, and checklists can be massive. You generally work on site and are paid $10-12/hr. There is headroom for upward mobility, but only to a certain extent, the lead tester position is pretty much the ceiling. I got the job like any other, I relocated to an area that has lots of developers/publishers (SoCal) and I started sending out applications and resumes, and later doing interviews. When I interviewed for 2K, they asked what kind of games I would like to test, and an adamant "First Person Shooters" meant I didn't get a call back for 6 months, when there where some FPSs up for testing. The game I'm working on has been in development longer than any other game ever, shouldn't be too hard to figure out. Again, sorry for the late reply.
Thanks for the comments. Yeah it's on xbox, and none of the games are from the recent week and a half, so people were relatively worse back then. If you want to see bad, play on PSN. Make sure to check out my channel if you want to see more.
Last Edit: Dec 6, 2010 19:45:22 GMT -5 by Dissentia