Its pretty much impossible to fire a gun underwater. You can fire, but, and keep in mind this isn't from personal experience, from what I've read a bullet loses pretty much all of its velocity pretty much right out of the barrel due to water resistance. So while it'd probably clear the barrel provided the gun didn't misfire with water filling the barrel, it wouldn't get much farther after that. Maybe if there's ever any plans to create some kind of underwater enemy, a dart gun could be created? I can't remember what they were called but there's a spacific type of gun that fires darts that fly similar to harpoons or spears under water.

As for firing down onto water, thato ne can be a lot more deadly, since water can actually be quite reflective if hit hard enough.


--------------------------------------------------
From: "Scott Chesworth" <scottcheswo...@gmail.com>
Sent: Thursday, February 26, 2009 5:43 AM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch

Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward <thomasward1...@gmail.com> wrote:
Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file,
and I'll take care of that issue for you in Beta 2.
Smile.


Kai wrote:
Greetings Thom et al.

The game code isn't taking into consideration the sound being played when
a weapon is fired, and apparently thinks the sound is about 0 seconds
long.

If you fire the pistol, for example, you have to wait a while before the
pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of
said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage to an
available target (I unloaded about 20 magnum bullets (only two or three
shots actually sounded) on the cyclops (on intermediate) in this fashion
without ever killing him).

Given the modular design of the sounds in MOTA, is there a delay function
on slower weapons that will only let the firing button use ammo when it
actually is supposed to? And, in that case, can subsequent sounds for the
same weapon overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas the
sound's decay time can be long (echo effect). This way, guns would sound
more realistic.
If the sounds were simply to replay themselves, interrupting the previous
shot's decay, you'd have some very cut-off sounds for shots, with
unnatural ending effects.

Kai
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