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Agreed. That's really the only way to make it fair--by giving the players direct control over it. That being said though...what if we took the limitation off of swooping?
Here's an idea that just came into my head...I haven't thought it out, so feel free to rape any flaws it may have.
We implement the swooping time factor, as stated above. If two people hit within 100 degrees in front of each other (the block radius, maybe a bit bigger), they both fly backward in the ass-end of the recovery animation and each get half a melee hit's worth of damage or so (maybe less).
Then, we take the cap off of swoops (or make it bigger, I suppose). Swooping would be changed, so that while you hold down primary, you swoop...and when you let go, you stop (instead of a click, swoop a set distance at a set ki rate, stop). So you can choose a quick dash or a long bomb from across the map if you have the ki.
If possible, once past the normal melee swoop's range, this should burn ki a little faster, if balance is required.
Oh yeah, in the head on hits, if your PL is significantly higher than the other guys, you could recover from the double-impact slightly faster to reward the player for maintaining his PL against the server's average.
Otherwise...it stays as it is. What do you guys think?
Here's an idea that just came into my head...I haven't thought it out, so feel free to rape any flaws it may have.
We implement the swooping time factor, as stated above. If two people hit within 100 degrees in front of each other (the block radius, maybe a bit bigger), they both fly backward in the ass-end of the recovery animation and each get half a melee hit's worth of damage or so (maybe less).
Then, we take the cap off of swoops (or make it bigger, I suppose). Swooping would be changed, so that while you hold down primary, you swoop...and when you let go, you stop (instead of a click, swoop a set distance at a set ki rate, stop). So you can choose a quick dash or a long bomb from across the map if you have the ki.
If possible, once past the normal melee swoop's range, this should burn ki a little faster, if balance is required.
Oh yeah, in the head on hits, if your PL is significantly higher than the other guys, you could recover from the double-impact slightly faster to reward the player for maintaining his PL against the server's average.
Otherwise...it stays as it is. What do you guys think?