Difference between revisions of "Ricochet"
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Ricochet on the server does not affect Super bullet, Phantom Zone, Guided Missile, and Shockwave superflags. See the [
Ricochet on the server does not affect Super bullet, Phantom Zone, Guided Missile, and Shockwave superflags. See the [Flag List] for a list of all flags available in BZFlag.
Latest revision as of 17:01, 17 March 2017
The ricochet effect causes standard and ray shot types to rebound off of objects.
The effect can be acquired with the Ricochet (R) superflag or as a server option with the +r BZFS Command Line Option.
The ricochet flag is often under-estimated, in the right hands and on a map not expecting it ricochet can be a deadly weapon.
The ricochet effect is used extensively on HIX-style maps.
A ricocheting bullet or laser follows the rule 'arrival angle equals emergent angle', so you cannot bend ricochets by shooting in a turn or similar tactics. Maps with few pyramids to cause shots to go airborne can be deadly when it comes to ricochets.
Note that as of version 2.4.0, maps may specify ricochets per object and mesh face. This means that while the global ricochet option may be turned off, some objects may allow bullets to still ricochet.
Ricochet on the server does not affect Super bullet, Phantom Zone, Guided Missile, and Shockwave superflags. See the Flag List for a list of all flags available in BZFlag.
Ricochet introduces some unique strategies to BZFlag. Here are some moves that involve ricochet. Variations are encouraged.
|Simple Bounce||When you cannot fire at your enemy directly turn towards the wall and fire a couple shots far apart. Use the radar to track the shots and when you have the best angle to ricochet off of shoot a spray of bullets. If you don't kill your enemy repeat, if they jump round the corner and fire under them.||A wall almost parallel to the line between you and your enemy.|
|Pseudo-cide||If you find yourself being pursued with no chance of turning around try driving straight for a wall, at the last minute fire a spray of bullets and jump. The bullets will ricochet off the wall and hopefully hit the enemy behind you. If the enemy dodges, you're screwed, otherwise if they jump you will likely land before them and be able to turn around or repeat the move.||Enemy trailing you, jump-height wall perpendicular to the line of pursuit in front of you, jumping enabled by server.|
Often, Players forget about bullets that pass their tank, only to be hit by them soon afterward. This is a common situation and learning how to avoid bullets ricocheting back toward you is a good skill to learn.