To me, it is very important how weapons sound.
They do bounce in Warsow, there were such in q4 if I recall, there's nothing interesting in it.ĭo not make RJ extra strong as in Nexuiz - its lame.ĭo not allow simple +forwardkey speed gain - dumb.ĭo not make special weapon for a mid-height RJ with little damage (UT2003/UT2004/Warsow/Nexuiz) - this is stupid and not usable.
Grenades bouncing on jumpads are not new. And the farther from FPS it gets, closer to puzzle/maze game. The more specific tricking weapons you add (teleporter shooter, paint shooter etc) - the more complicated gameplay is. If you put a tele between RA and MH, you can control them both - not fair, not interesting. Nexuiz had that type of teleporter guns, to put entrance and exit of teles whereever you want. Portal and Portal 2 have many options for tricking. For instance, Aerowalk is unplayable with rockets/grenades flying through teles. Q4 shootable teleporters showed that this can break the gameplay sometimes. And this may be cool in some map designs/layouts.īut not all the teleporters should be such. These teleporters save the velocities vectors (as in Portal and similar games). A player can stand 1 left leg in 1 place, and right in another. Not only projectiles fly through them, but also rails and any other weapons/items. Vq3 and QL are easier to aim, but the movement is not that fluent. Easy to jump/move across the map, almost no limits for improvement there, AND it is still easy enough to aim and get frags. To me, the best trick/shoot balance I've seen is there in CPMA. The point here is: tricks are interesting, but in shooters you gotta shoot your enemies. Shooter modes in Warsow are fun, but CPMA is still more fun and more serious. But not for weapon runs / freestyle tricking. Imo, tricking in Warsow is suitable for straferuns and tricks on casual fight maps. This is useful in Race (Defrag-like mode in Warsow), but in shooter modes it is often excessive. Warsow teleporters save the speed, but reset the direction of that speed. Yeah, there's a special bound key for that. That is very disappointing.Īlso, who needs multiple rocketjumps in freestyle, if you can just reflect your speed to any direction (even turn 180degrees) instanly, on any floor or at any wall. When you fire a rocket up and may have an air rocket, your opponent suddenly makes a walljump midair and avoids your rocket. It is fun to jump around the maps, find new tricks and shortcuts of different difficulty, BUT the shooting part became even more antsy. Although it does not have OBs and gazboosts, its extraordinary effecient walljumps and ramp slides do their business.
Although some players (me too) do like it, it better suits for tricks than for fight modes.
Plus walljumps etc, the shooter part was (too) antsy in UT2003. Some players learned to make those combos and fly over any gap on any map. But the developers removed the possibility to combine 2 strongest trick jumps (and get an extra cheat-like jump) because it was excessive in the game. Let me compare with some other FPS games. khetti Posts: 65 Joined: Apr 19th, '11, 7:30 pm "Noob-friendly" features such as sprint, auto-accel, auto-jump, etc are completely indefensible.ĭifferent can be good, to almost any extent, but change for the "benefit" of the lazy or unwilling at the expense of the interested and capable is criminal. The current defrag movement is the minimum standard of refinement and skill expression.ĭo not listen to anyone who tells you that it is too complicated or difficult, it isn't. Oh, you specified features other than movement physics, but it must be said: Have any submission criteria you want, just let everyone make maps and play them without excess hassle. Of course the only sane map solution, for trickjumping at least, is to allow anyone to make them. Team defrag modes require it, so there is some extra incentive.īeing able to easily define mouse input behavior beyond basic sens/accel would be great, though it might make cheat detection less simple.Īdditive rather than subtractive map design could be a valuable change, and of course the df2.0 map features are worth including. This might be obvious, but online defrag is very lame without flawless client prediction / antilag, this should be priority #2 after physics.