Self damage/push factor
MrBougo created issue #141 (closed) on 2010-07-13T00:57:14Z:
It could be interesting for finer balance adjustment to have two cvars to affect weapon damage/force for the attacker only. This can for example be used to reduce the offensive capabilities of the laser without changing laserjumps. One problem with those factors is that they can’t be easily used to have 0 force on others and 100 on self (it would have to be 0.01 force and a factor of 10000 for example, which doesn’t look very good :P). On the other hand, having separate force/damage cvar for self and other would be even uglier (?)