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Footpöp
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« Reply #165 on: May 25, 2012, 03:57:24 pm » |
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Skilljumping would be nice to have just because it would be nice to have
clutch escapes, such as double jumping away from intel to the top of enemy base in orange, are neat and require real good timing, previous practice, and a bit of luck
This distance shit is dumb, I don't know how that would require any more skill than to just swing it really fast. The same effect is gained and with relatively the same amount of effort.
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Team /ABC/ 
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a/d
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« Reply #166 on: May 25, 2012, 06:41:52 pm » |
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but then if I swing my mouse wildly on the top of the screen it doesn't count as much as slightly in the middle
why would you swing your mouse wildly at the top of the screen is that how you tried to spinjump before, because that indicates some mad down's. all of your problems stem from your refusal to acknowledge that i'm the greatest
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« Last Edit: May 25, 2012, 06:42:17 pm by ¯\_(ツ)_/¯ »
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go canada or whatever, maybe your country is cool too
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Machidro
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« Reply #167 on: May 25, 2012, 09:34:55 pm » |
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The more I think about this thread, the more confusing it becomes. If wareya, a developer, wants it implemented, and wareya himself posted it, does that mean it's accepted, or not?
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« Last Edit: May 25, 2012, 09:35:19 pm by Gardicolo »
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A CHALLENGER HAS ARRIVED.
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trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
Offline
Posts: 9881
i am uberdeath
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« Reply #168 on: May 25, 2012, 09:52:17 pm » |
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It means he's being nice.
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Phantom Brave
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« Reply #169 on: May 25, 2012, 10:13:17 pm » |
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The more I think about this thread, the more confusing it becomes. If wareya, a developer, wants it implemented, and wareya himself posted it, does that mean it's accepted, or not?
this isn't the kind of thing I can force into the game without dev or community backing
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 Linkin Park lyrics here
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SkeleDude
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« Reply #170 on: May 25, 2012, 11:52:01 pm » |
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I say bring it back, who cares
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Footpöp
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« Reply #171 on: May 26, 2012, 12:21:00 am » |
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I say bring it back, who cares
hallelujah shit aint going to change anything for the worse and some miss it
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Commando
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« Reply #172 on: May 26, 2012, 01:02:04 am » |
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Its been so long I forgot what spinjumping is.
Someone please refresh my memory.
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Footpöp
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« Reply #173 on: May 26, 2012, 01:12:09 am » |
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Its been so long I forgot what spinjumping is.
Someone please refresh my memory.
flail mouse left and right while hugging a wall gain higher jump depending on how well you flailed the mouse
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Phantom Brave
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« Reply #174 on: May 26, 2012, 04:37:09 am » |
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etc add tags when I wake up
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 Linkin Park lyrics here
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Ultros
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« Reply #175 on: May 26, 2012, 09:45:11 am » |
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Still against this, but I guess I'm outvoted.
Will mappers still have a way to make people able to jump and fire at people on a higher platform, without it being possible for a spinjump to get them onto that higher platform?
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« Last Edit: May 26, 2012, 09:46:04 am by Ultros »
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NAGN
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« Reply #176 on: May 26, 2012, 11:38:05 am » |
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the thing about spin jumping is that its really easy to visually identify what the fuck's going on, so its not that hard to figure out on your own
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Ultros
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« Reply #177 on: May 26, 2012, 12:55:32 pm » |
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It more bothers me that it's an unnecessarily complicated way of making it possible to jump higher when against a wall. I don't buy the analogies to rocketjumping or TF2's airstrafing, since the outcome of doing those is more complex than "do I or don't I get a higher jump", and as such they require a more complicated input than (like I'd prefer over spinjumping) just pressing in the direction of the wall.
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Phantom Brave
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« Reply #178 on: May 26, 2012, 01:34:37 pm » |
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The input isn't that complicated for strafejumping, dude, you just have to move in a 90 degree angle to your view then turn your view that direction. That's really simple. Spinjumping you move in the direction of the wall and make your aim go wild. I think that's pretty similar, especially since with spinjumping you can tell what's going on.
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 Linkin Park lyrics here
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Ultros
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« Reply #179 on: May 26, 2012, 01:46:16 pm » |
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Okay, but doesn't the environment figure in to how exactly you should turn your view (apologies for my lack of first-hand knowledge here), so that the precise input you perform in order to accomplish a particular jump won't work for other jumps? What's bothering me here is that this isn't the case for spin jumping; it doesn't matter which jump you're trying to make; you'd still do the same inputs. So I don't think the input should be more complicated than necessary.
Someone trying to make a jump would be pressing against the wall anyway, so I don't think being able to tell what's going on when someone else does it is really a point in favour of spinjumping over wallpressjumping; it'd be easy enough to figure it out yourself.
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