Himiko Kuronaga
Fatal Absolution Negative-Feedback
5270
|
Posted - 2015.03.13 06:15:00 -
[1] - Quote
KA24DERT wrote:KEROSIINI-TERO wrote:KA24DERT wrote:Not sure about exact numbers, but kincats should make your strafing, forward motion and backpedaling faster as well.
This idea is old as dirt, but it's time to re-visit. No as that would mean strafing as well. Let's keep strafing game as stable as possible. What's wrong with changing the strafing game? It's pretty stagnant as it is. Faster movement is a great way to add complexity to 1v1 engagements.
Too much speed actually reduces complexity to all but a small fraction of the user base.
Especially in a low frame rate environment, reasonable movement paired against reaction speed turns into unreasonably fast movement paired with guessing.
That isn't really what I would call a positive change for most people, and only the most hardcore of the hardcore attempt to bluff themselves out to be for the idea.
The reason the jumping change works so well is because it is a sudden spike in movement followed by a long predictable fall -- it balances against itself as having initial advantage and then equal disadvantage.
Buffing the hell out of strafing just increases the guesswork.
Usually banned for being too awesome.
|
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5279
|
Posted - 2015.03.13 09:50:00 -
[2] - Quote
Talos Vagheitan wrote:Imagine this.
What if mercs had momentum. What if a player had to come to a brief stop before completely reversing direction.
Then imagine if KinCats reduced that momentum. (And increased speed slightly, sure why not)
MinAssaults could still have the same play style (fast strafing), but they would have to fit their suit specifically for that and sacrificing something they currently have.
This would make KinCats more dynamic, as you're proposing, as well as nerfing the currently OP MinAssault.
Get two birds stoned at once.
That's difficult to program actually.
Momentum as a value does actually exist when moving between left and right directly. There is clear deceleration, even present on KB/M despite people claiming otherwise. But when shifting from left to forward left, and then to forward, the momentum transfers instantly. We then bring it around from forward to forward right, and then to right. Which is how we do proper strafe. We can also change directions and move backwards too, if we wish.
The directions immediately adjacent to whichever direction you are currently going naturally receives all of the momentum and acceleration you had going for it before, even if the speed itself is lower (for example back peddling). It has to be this way because it's the only way movement actually feels responsive. Momentum halting completely only happens when you attempt to change to the complete opposite direction.
If momentum was bridged between opposite directions it actually wouldn't help very much.
One, because the controller neutral deadzone would ensure a reduction in movement speed was always artificially there. Only KB/M could take advantage of it.
Two, because the current method of strafing by making half-circular movements is incredibly effective as it is. There isn't much more of a performance increase you could really attain from it, even if the center of the analog somehow magically didn't exist.
Usually banned for being too awesome.
|