Maes
I like big butts!

Posts: 8661
Registered: 07-06 |
Redeemer812 said:
I haven't looked in the doom source in a long time so I don't know if the fireball works like an explosion
Nope. Damage from non-exploding projectyles is instantaneous upon impact (applied by the CheckThing iterator) and independent from target distance/position. That's also why rockets always deal their direct impact damage, while the explosion may be variously shrugged off (distance, but also blockmap transition bugs).
Rocket/barrel explosions OTOH are delayed for one tic until they actually occur and they actually perform a radius check (actually, more like a block iteration, so it's possible to have some weird no-damage situations). The archvile blast is an exception to the one-tic rule, as it's applied immediately.
Getting little or a lot of damage depends on other factors (e.g. the whims of the RNG God, Armor (Doomers tend to underestimate how much more vulnerable the player is without it).
Again, this is mostly a "sociological" effect: when you get "a bit" of damage while running, you tend to reinforce this belief inside you, while selectively forgetting those 80 HP revenant fireballs that managed to catch up with you ;-)
A single imp can kill an unarmored player in just 5 consecutive attacks, if the RNG god feels like it, and a shotgunner can fuck you up pretty badly with 45 HP of damage. In both case, you'll feel like you've been unfairly raped. OTOH, you may get clawed 3-4 times by a Baron at close quarters and survive, also unarmored, thinking that you did something "special" to take less damage.
Sadly, if you sit down and average a lot of attacks, you'll see that there's nothing you can do to consistently take less damage, other than having a armor all the time. That's one of the reasons why maps that put the player in a low ammo/no armor situation have that steep difficulty feel to them.
Last edited by Maes on 09-28-11 at 11:06
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