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Hi there - first post and a suggestion too :).
Is anyone else thinking that "grapple dangling" is annoying on Cave-Maps ?
What i mean by "grapple dangling" is, when someone shoots the grapple into the ceiling, not for maneuvering, but for hanging there, dangling around just to be harder to hit. :bountydan
So my suggestion(s) would be, to either be able to shoot the attachment-point of the grapple, making it disconnect - or maybe having some kind of "timer" or whatever, that disconnects the grapple after x Seconds.
Of course the "dangler" could just re-grapple when that happens... dammit !
Flame away :rawr:
Madhatter 09-28-2004, 08:10 AM If they're hanging from a fixed point, they're easier to hit...
If you have trouble aiming, use the burner...
mc-fine 09-28-2004, 08:17 AM its been brought up many times. You never know it might already be in the demo. Keep ya fingers crossed.
boyscout 09-28-2004, 08:18 AM yeh i think this topic has been brought up at least a few times before. and i'll definitely second that it IS extremely annoying and can make for some rather long standoffs since cappers are so incredibly mobile. coordinating anything in pubs is pretty much impossible, but there are *methods* for comp matches that work (ie burner, cg + speedpack, osnipe)
Starwind 09-28-2004, 08:50 AM /me waits for Evil Jim to post :rofl:
FishStix 09-28-2004, 11:12 AM So my suggestion(s) would be, to either be able to shoot the attachment-point of the grapple, making it disconnect - or maybe having some kind of "timer" or whatever, that disconnects the grapple after x Seconds.
I have been pushing for this for a couple of months, i think it would be effing awsome and super useful (as well as balanced and fun) as a feature
FantasticDamage 09-28-2004, 12:06 PM If they're hanging from a fixed point, they're easier to hit...
Not if they're hanging and jetpacking at the same time. Then their motion becomes completely irregular and extremely tough to predict.
=H|B=TechKrill 09-28-2004, 01:34 PM Saw one guy doing loopdeloops around a lightpole in Emerald :) Looked like fun, tried it myself, it IS fun :)
BitRaiser 09-28-2004, 01:43 PM Saw one guy doing loopdeloops around a lightpole in Emerald :) Looked like fun, tried it myself, it IS fun :)
Ya know what's MORE fun? Get a buckler... wait for someone to start doing loopdeloops... smash him with the buckler in counter rotation, look up really quick and smash him again as he comes around over top... repeat until he's dead or releases.
It's so much fun I showed a buddy how to swing around posts like that just so I could bat him around.
I call it "tether tard".
ruready 09-28-2004, 01:49 PM A very effective method to get rid of grappling cappers is to use speed pack + blaster. The spread + ricochet + speed = very deadly combo, specially on Cavern.
Nightmare- 09-28-2004, 02:16 PM This has been brought up many times. I think they said it's not easy to code disconnecting if the attachment point is hit.
What you can do is either use the burner, or fly through their cable to disconnect it (I've never tried this but I think it works).
FantasticDamage 09-28-2004, 02:20 PM This has been brought up many times. I think they said it's not easy to code disconnecting if the attachment point is hit.
What you can do is either use the burner, or fly through their cable to disconnect it (I've never tried this but I think it works).
It's not hard to code for, it just adds more crap that the server has to keep track of.
ruready 09-28-2004, 02:35 PM It's not hard to code for, it just adds more crap that the server has to keep track of.
Like what? If this is the actual reason, it's nothing more than a copout.
Starwind 09-28-2004, 02:38 PM honestly i think a lot of copouts have already taken place.
FantasticDamage 09-28-2004, 02:43 PM Like what? If this is the actual reason, it's nothing more than a copout.
I've read in here on several occasions that it was actually the plan to have destructable grapple hooks and/or clippable grapple lines (along with destructable projectiles which would have been awesome), but it was omitted cause it added extra weight to the servers already heavy load. You'll have to do the searches yourself if you want proof though.
If I were to guess their reasoning though, I would say that having the server keep track of the position and HP of each and every grapple hook on the map could pose a burden.
BitRaiser 09-28-2004, 02:49 PM Good design is all about choising your cop-outs well! ;)
There could be a few other reasons for not implementing the shoot hook thing.
(I'm just playing devil's advocat here, so bare with me)
What kind of damage should effect the hook? Splash only (may it damned easy to take out hooks with disks)? Direct damage only (direct hit required... is that going to be doable in game?)? Any?
Should hooks have hitpoints? If so, how many? If not, does a single chaingun round disconnect it?
I'm sure there are some other factors (possible engine or technical ones that we don't know spit about) that could prevent it from being implemented.
On the flip side, I believe I saw a hint dropped that it *might* be in the final release.
It might be wise to wait and see at this point, eh?
Amadeus 09-28-2004, 03:19 PM The server shouldn't be keeping track of anything else than the health of 1 object per player at max.
ruready 09-28-2004, 03:44 PM Good design is all about choising your cop-outs well! ;)
There could be a few other reasons for not implementing the shoot hook thing.
(I'm just playing devil's advocat here, so bare with me)
What kind of damage should effect the hook? Splash only (may it damned easy to take out hooks with disks)? Direct damage only (direct hit required... is that going to be doable in game?)? Any?
Should hooks have hitpoints? If so, how many? If not, does a single chaingun round disconnect it?
I'm sure there are some other factors (possible engine or technical ones that we don't know spit about) that could prevent it from being implemented.
On the flip side, I believe I saw a hint dropped that it *might* be in the final release.
It might be wise to wait and see at this point, eh?
This is all true and I'm hoping, praying :), it will be in the release.
And most of what you mention would've been beneficial to balance during the beta, but that's out of the question at this point. Maybe they've internally tested it a bit and couldn't come up with a decent design? Hell, who knows, but still, in my opinion, it's nothing more than a copout.
BitRaiser 09-28-2004, 03:47 PM I know they know about the issue and I know they've the very least consitered it. If it's not there it's either because:
It's too technically painful.
It disrupts balance.
In the mean time, practice up with the 'ol burner. It's like Raid to them Spiderman wannabes! ;)
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