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Paegus
5th July 2006, 10:39
1) if you've stimmed up just before the round ends you will be unable to re-stim immediately the next round presumably because the 'flush' timer hasn't expired from the previous round.

2) if you've been hit with a grenade just prior to the round ending when the next round starts if you use adrenaline the blur is compounded significantly making it close to if not worse than what it was in the original beta 4.

3) if you get hit by a grenade that detonates AFTER the hidden has died you still get the motion blur effect which doesn't help point 2.

Ging
5th July 2006, 12:11
Most of those are just a case of resetting some counters at spawn, 2 second fix up - we'll get it sorted.

Daedalus
5th July 2006, 14:18
A bug I've noticed with the adrenaline is that sometimes it activates at the start of a round for no good reason.

Anyone know why?

-SM-SUCKER
5th July 2006, 17:49
A bug I've noticed with the adrenaline is that sometimes it activates at the start of a round for no good reason.

Anyone know why?
I know!



Happens if you died the last round while still "high".
At least that's what I noticed.

Pan the Goat God
6th July 2006, 00:46
Yeah, if you hit adrenaline right before you die/the round ends..you start up the next round with it on.

Not that a big deal, as I usually use it at the beginning of the round anyway.