It could be bunnyhop, but then you would have to suggest ways to make it more easier to learn. Puzl suggested removing the forward key prohibition, which I agree on. Queued jumping no need for exact timing could make it also easier to learn. Perfect system would be easy to learn but hard to master. Scripts or binding to wheel should not be necessary.
I would like to hear comments from players who have played other games preferably on competitive level to hear about their implementations of similar skill systems. This discussion in not just for the fun of it, if you present a good idea there's a decent chance it could go through.
Send PM. As long as its not like in mw2, took me 3 months to stop trying doublejumping.. That way you could just focus on your mouse movement. Welcome to all the quakes. It doesn't work in q3 or q2 or q1. Maybe in quakelive, but the hard part is in the mouse movement here. Most of the complaints I hear from people who hate fading is that they just get caught every 5 seconds on some part of the map.
Someone was telling me recently that as a skulk you don't get caught on anything at all now in NS2 after they added some feature in. I think if you coupled whatever feature that is with the sort of semi permeable TF2 models, you could at least merit trying out proper blink again in the beta.
Have you ever even played Quake 3? Maybe make it so that whichever way you are looking, the jump boosts you in that direction, just like when you're attached to a wall in NS1 and you can jump off of it.
The speedboost you get from each jump would be some function of your current speed and the angle at which you are aiming, compared to the direction you were previously moving. The peak boost could be at something like 20 degrees to the direction of your previous movement, with the magnitude of the boost dropping off to a minimum at 0 and 90 degrees.
If you want it easy to learn, hard to master and you decide to implement this, you need to introduce a tutorial. Basically I've proposed the NS1 system with queued jumping. I'm suggesting that a queued bhop should offer a baseline speed increase over walking in a straight line, but that the more accurate your bhop the closer you click jump to when you actually hit the ground , the larger that speed increase would become.
Yea OK I see what you mean, I couldn't conceive of a queued bhop system with benefits for timing but I get it now. I like the current movement system, but it's way too hard to learn. I teached it several people ABLE newbs.. But you shouldn't need a script for first success.
So I'd try this: 1 Just use one key to hold down permanently forward key as convenience 2 Make strafing adjustable by mouse moving currently you just change your view by moving the mouse. I'd try to make air movement that you change air direction as you "look". Now we need the difficult to master part. That kid thinks he's good trickshotting. The form off artistically killing someone with a sniper rifle usually the intervention in CoD Mw2.
Its FaZe Fakie!! Im Wet! A series of button presses on a console controller on call of duty, while spinning, and then shooting before you hit the ground. Tommy: So sick. Les fuck. Me: K.
0コメント