Maybe I missed something..
Isn’t it already like that in the open-beta?
Pretty much all the things you’ve mentioned are already in the openbeta!
Actually they’re not. The only thing there which does exist is detonation, which obviously wasnt the point i was getting across. I was emphasizing the point of releasing the beam. I didnt think I was that unclear. In the current OB, I cannot do this.
Im against having beams detonateable in the first place.
Thats just a cheap trick to score some damage. I say instead of the detonate ability they should simply be let go.
I have absolutely nothing against this. I say get rid of detonation and allow LMB and RMB slots to have alternative abilities, such as releasing the beam etc
If a beam hits the skybox it should not detonate but just disappear. (sadly that probably cant be done to easily)
I agree with this, but Im intrigued to know why it has become so difficult. Im thinking that its next to impossible to isolate and determine that ‘event’. Does the engine not differentiate between the skybox and environmental geometry? I find it odd that it wouldnt.
If the beamhead hits the skybox, perform the same operation as normal ‘explosion’, except remove the scripts telling it to perform the visual effect and damage radius.
Im guessing that the outer limits of a map are also treated as env geometry?
Ive been wondering, which im sure has been mentioned before, but when a player contacts a beamhead during a PS, it should detonate. The potential damage is that of the combined attacks. It would be funny if a player contacted the beam itself during PS, they were sucked along the beam into the beamheads, but thats just peripheral fun.
I mention this here because of strategies/scenarios ill explain further :
I’ll start by reciting a common technique of 1.2.
When one fires a beam, and an enemy fires a beam back, its not uncommon to detonate the beam before it makes contact to avoid the PS and move yourself into a different position, while the other player is slowed down by a fraction (having anticipated a PS).
Swap detonation for beam release.
When i fire a beam, and the enemy fires a beam back, i will release my beam before they make contact, thus allowing myself time to move into a new position. This technique has a higher degree of subtlety about it than detonation. The enemy is likely to release their beam if they notice what you did, otherwise they would endure the PS, only to find you lying in wait.
Now, lets say you both release your beams. The PS is now Ball VS Ball, and should have a constant trajectory and the potential damage of the 2 attacks (Ill refer to this as the cluster). Now the objective is basically to lauch the opponent into that cluster while it still exists.
The initiator of this ordeal, now lying in wait for my opponent to release their beam, moves in to melee or throw (whatever’s your poison) and send the enemy into the cluster. This can lead to some interesting duels as experienced players fight over using the cluster as their weapon.
Also, another example of utilising beamheads, which RPers would probably love, is when players are engaged in a PS. For the sake of theatrics, lets say Gohan is in a PS, and its becoming evident to those around him that he aint gonna win this PS. Before he becomes victim to the PS, his teammate Piccolo dives into the fray and into the beamheads, gets hit with the brunt of the combined damage of the attacks and sacrifces his life to save that of his teammate, Gohan only receiving a snifter of the the splash damage (depending on his distance from the beamheads of course).
Now im not too sure how comradery fares these days online, but it can prove useful in a war where the martyr has little HP/PL anyway, and would serve little assistance if they were alive anyway, and where the player being saved has plenty of HP/PL and would serve the team more if they survived the PS.
Also an enemy could exploit this, sacrificing themselves to ensure their team won the PS, by diving into the beamheads when they were closest to Gohan so he received the brunt of the splash damage.