02-12-2007, 12:43 PM | #41 | |
Join Date: Jan 2006
Location: United Kingdom
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02-12-2007, 01:49 PM | #42 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Paft have you ever even played TFC? It doesn't sound like it. I think you just heard some people say they don't like teleporters and now you want to impress them.
You gotta be your own man Paft. Be true to your self. |
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02-12-2007, 01:53 PM | #43 | |
Fear teh crowbar.
Retired FF Staff
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Vendicator is right, its not universally the same. I don't know the specifics because I'm not a programmer but speed determines how high you jump. And it kills your bhop when you do a doublejump because it sacrifices speed for jump height.
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02-12-2007, 02:13 PM | #44 |
Join Date: Jan 2006
Location: United Kingdom
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Yeah Nezumi I'm some youth who doesn't know any better, just following the trends and crouds trying to fit in and look cool.
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02-12-2007, 02:15 PM | #45 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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See? Admitting it is the first step towards getting help.
@lost: If the double jump is off a ramp, can't you rampslide to convert that height back into speed? |
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02-12-2007, 02:16 PM | #46 |
Fear teh crowbar.
Retired FF Staff
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Don't know Nez, most pr0 moves are beyond me, said the average TF player.
I ate a stick! |
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02-12-2007, 02:28 PM | #47 |
Join Date: Jan 2006
Location: United Kingdom
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I LOVE THOSE GOD DAMN TELEPORTERS! OHH I FEEL BETTER.
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02-12-2007, 04:56 PM | #48 | |
Join Date: Mar 2005
Location: Europe
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02-12-2007, 05:28 PM | #49 | |
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Join Date: Dec 2004
Location: cow college
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And 5 seconds? Assuming the medic was in the position where that move takes place, the difference would be 2 seconds tops, and only if they killed the defender. Second, there is a lip that sticks out so the move is actually difficult because you'll hit your head on it, even for top players. Consistency is king at the 'top level'. Thirdly, the defender can use the same move to be back in that commanding position faster..."that's 5 seconds of reset time for the defense!" You can also use a trimp midway up that ramp and curl around to halfway of the floating walkway. People will have to make small adjustments in how they defend it, if at all. From my pov any new things you got to take into account is good. People will adapt to the new challenges. |
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02-12-2007, 05:54 PM | #50 | |
Join Date: Nov 2005
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It wont take people long to master it, if its possible. Soon everyone will do it. Haha, I think we should change the models to somthing like this Since that would look more.. 'right'. B'cause its not very natural to be able to jump continuosly on 2 legs. |
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02-12-2007, 07:23 PM | #51 |
Join Date: Nov 2005
Location: Calgary, Canada eh?
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Well when we're talking about a game where you fire rockets at your feet and survive, double jumping isn't terribly far fetched.
From what I've gathered (by actually reading what the dev's tell us): Think of it as real life, and you are running quickly towards an inclined plane of say, 45 degrees, you jump about a foot before the bottom with a forward velocity of something like 20 kph, tuck slightly in the air and thrust off the balls of your feet in a more lateral motion once striking the incline. Your velocity will be translated in a more vertical direction, rather than horizontal, the increased height of the plane will increase your jump, and some of the previously mentioned forward (horizontal) velocity will be transferred by physics into your vertical velocity. So really, double jumping isn't all that huge of a stretch |
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02-12-2007, 07:35 PM | #52 |
Join Date: Nov 2005
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i think adding trimping is one of the greatest ideas in FF. it's going to add an entirely new level to both match-play and concmaps and tricking.
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02-12-2007, 08:56 PM | #53 |
Retired FF Staff
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Yes, it does. It pwns.
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02-12-2007, 09:39 PM | #54 |
Join Date: Feb 2005
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here's a question: have you done anything with "surfing" in the maps? It would be cool to conc onto a ramp and then surf, still going that fast, across to somewhere.
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02-12-2007, 09:48 PM | #55 | |
Join Date: Mar 2006
Location: Cow Hampshire USA
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That would be funny as hell. I concur with you. If you're going to allow bunny hopping then you might aswell put a spring on the damn characters. |
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02-13-2007, 12:48 AM | #56 |
Join Date: Jul 2006
Location: Missouri
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Whats the double jump animation gonna look like? Just a sudden jolt or something? I say that the 2nd jumps animation should be an exolsion of gas from the models ass and then is thrusted upward. With a loud farting sound.
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02-13-2007, 09:13 AM | #57 | |
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Location: United Kingdom
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Last edited by o_paft; 02-13-2007 at 09:33 AM. |
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02-13-2007, 11:08 AM | #58 | |
Join Date: Mar 2006
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I want to translate, I want to translate!!
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Did you ever play in a league match? If so, you _will_ agree that bunnyhop isn't a good thing for a very apparent reason: Boredom! Trust me, league matches are very boring when a lot of people bunnyhop since the defense has to kill a whole bunch of "zerging" attackers which, of course, has nothing to do with what CTF is all about. There's also the danger of speedcheaters, wittily disguising their improved rate of fire by jumping all the time and therefore having a good excuse for... well... the shorter amount of time they are airborne? Nah, the speed of course! Gibberish. My conclusion is that bunnyhopping is fun, but only on public servers. |
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02-13-2007, 03:25 PM | #59 |
Join Date: Dec 2005
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lol
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02-13-2007, 04:07 PM | #60 | |
Join Date: Dec 2006
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can you call me one serious war where they dont bhop ? like everybody said , deal with it be happy they putted a cap on it. few years back on monkey , when prematch ended , 3-4 secs later the enemy was in your flagroom Last edited by o_exoronic; 02-13-2007 at 04:15 PM. |
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