Cunning as Zeus
Banned
✔️ HL Verified
💻 Oldtimer
- Joined
- Nov 23, 2003
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So I don't have an internet connection at home atm, so I've been playing with bots. Yeah, yeah, bots are horrible. I already know that, but they give me the opportunity to think while I play, and for that reason I love them.
1) The ESF Team is trying to make 1.3 an entirely new experience for both pros and everyone else. From what I've seen, chances are pros will still be pros and although I don't have a problem with that, I like starting over. Especially if that means I have to work my way up to the top again. My first suggestion has probably been suggested before, but I don't think many people realize how much of a difference it will make during fights.
ESF is built in such a way that most people move as if they're driving a car, and pros move as if they're riding a motorcycle. Considering flight is the most important aspect of movement in the game, I think it might be time to give us the ability to fly as if we were pilotting an f-16 rather than a car. What do I mean by this? Well, when this was suggested before, people used bfp as a source for their idea. Basically, you could move every which way you wanted. You could complete full vertical circles, turn completely upside down, etc. I remember someone saying something like it wasn't worth implementing. I believe otherwise.
At the moment, melee fighting is extremely linear. The only problem people seem to have is figuring out their opponent's altitude. When people want to get away, they just teleport or beam jump away. Thats good and all, but I'd like to see actual dogfights; fights where people had to use actual evasive manuevers to escape their opponents. I'd look for combat manuevers from previous wars for an idea of what kinds of manuevers we could use.
Not only does this idea serve us defensively, but many of those escape manuevers from ww1 and 2, if done correctly, could lead to leaving your opponent open to attack. I'd draw pictures and such, but I'm not on my own pc, so I'll have to pass for now.
How does this idea serve to make the 1.3 experience from all versions before it? It brings dog fighting to the next level:
1) No more linear fighting. You're able to travel however you'd like during a fight and you won't have to waste ki teleporting away, and you won't have to annoy your opponent by beam jumping away.
2) It requires tactics, and thus skill. A more skilled player will use such manuevers to outfly his opponent. Anyone unable to adapt will be crushed, just like in real life (THIS ISNT REAL LIFE ITS DBZ!!! This is a game, not a cartoon). New players will fly the way we're forced to now, but the more they learn, the better they'll fly and manuever, and the more dangerous they'll be. Learning these tactics would be something to work towards, and the team wouldn't even have to make any of them up as they already exist. We just need the ability to execute them.
3) It would look pretty sweet.
2) Hitboxes: Now, I don't know anything about modeling so this suggestion is probably garbage. Is there any way to decrease the size of hitboxes? In 1.2, you're able to hit someone from something like 5 feet away on the sides and 10 feet above and below the player. Stand next to or above someone ingame to figure out what I mean. 1.1's hitboxes seemed a lot smaller and although people say the box was "Easy mode", people always missed their target unless they were spot on.
3) Speaking of the box, I'd like that back. I've suggested this so many times, and CrackJack suggested it once as well, but it would be great to have a small box around our opponent so we know who we're fighting. It wouldn't do anything other than allow us to tell who is who. It wouldn't home in on our opponents or anything like that. It would also promote clean fighting. A lot of the time, people forget who they're fighting so they'll just attack a random person. That can get annoying, especially when they're nowhere near as good as you are and you're having an epic battle with someone.
4) Gen beam: Probably not a big deal, but I think they should turn quicker.
5) Kame torpedoes: I think they should drain ki once they're just standing in mid-air. Its one thing to charge ki, and its another to maintain that energy in mid-air while waiting to fire it at someone. Little to no chance of getting in-game, but its makes sense to me.
6) Is there a way to stabilize the crosshair or is that just HL? I find I never use the crosshair because it jumps all over the place. I have to use an imaginary crosshair in the center of my screen to aim.
7) Stop punishing aggressive players. What I mean by this is defensive players have a huge advantage over aggressive players because of the way things like HOW work. I discussed this in the ZR forum and Rayne helped with this idea. Basically, people who run are able to swoop from 10 "Feet" away into their opponent and create a HOW, regardless of how long the other person was swooping. Basically, I think HOW's should only be possible from "x" distance. If the person running swoops anywhere below x, they get hit. As it stands now, HOWs will work unless your extremely close to your opponent. My logic is the person who has been swooping longer is traveling at a faster speed, and since he has more momentum he should roll right through the person who swooped from 10 feet away (since he was unable to reach maximum velocity).
The speed at which people swoop backwards should also be lowered, and they shouldn't be able to go from traveling back at full speed to traveling in a completely different direction at full speed in a split second.
Thats about it for now.
1) The ESF Team is trying to make 1.3 an entirely new experience for both pros and everyone else. From what I've seen, chances are pros will still be pros and although I don't have a problem with that, I like starting over. Especially if that means I have to work my way up to the top again. My first suggestion has probably been suggested before, but I don't think many people realize how much of a difference it will make during fights.
ESF is built in such a way that most people move as if they're driving a car, and pros move as if they're riding a motorcycle. Considering flight is the most important aspect of movement in the game, I think it might be time to give us the ability to fly as if we were pilotting an f-16 rather than a car. What do I mean by this? Well, when this was suggested before, people used bfp as a source for their idea. Basically, you could move every which way you wanted. You could complete full vertical circles, turn completely upside down, etc. I remember someone saying something like it wasn't worth implementing. I believe otherwise.
At the moment, melee fighting is extremely linear. The only problem people seem to have is figuring out their opponent's altitude. When people want to get away, they just teleport or beam jump away. Thats good and all, but I'd like to see actual dogfights; fights where people had to use actual evasive manuevers to escape their opponents. I'd look for combat manuevers from previous wars for an idea of what kinds of manuevers we could use.
Not only does this idea serve us defensively, but many of those escape manuevers from ww1 and 2, if done correctly, could lead to leaving your opponent open to attack. I'd draw pictures and such, but I'm not on my own pc, so I'll have to pass for now.
How does this idea serve to make the 1.3 experience from all versions before it? It brings dog fighting to the next level:
1) No more linear fighting. You're able to travel however you'd like during a fight and you won't have to waste ki teleporting away, and you won't have to annoy your opponent by beam jumping away.
2) It requires tactics, and thus skill. A more skilled player will use such manuevers to outfly his opponent. Anyone unable to adapt will be crushed, just like in real life (THIS ISNT REAL LIFE ITS DBZ!!! This is a game, not a cartoon). New players will fly the way we're forced to now, but the more they learn, the better they'll fly and manuever, and the more dangerous they'll be. Learning these tactics would be something to work towards, and the team wouldn't even have to make any of them up as they already exist. We just need the ability to execute them.
3) It would look pretty sweet.
2) Hitboxes: Now, I don't know anything about modeling so this suggestion is probably garbage. Is there any way to decrease the size of hitboxes? In 1.2, you're able to hit someone from something like 5 feet away on the sides and 10 feet above and below the player. Stand next to or above someone ingame to figure out what I mean. 1.1's hitboxes seemed a lot smaller and although people say the box was "Easy mode", people always missed their target unless they were spot on.
3) Speaking of the box, I'd like that back. I've suggested this so many times, and CrackJack suggested it once as well, but it would be great to have a small box around our opponent so we know who we're fighting. It wouldn't do anything other than allow us to tell who is who. It wouldn't home in on our opponents or anything like that. It would also promote clean fighting. A lot of the time, people forget who they're fighting so they'll just attack a random person. That can get annoying, especially when they're nowhere near as good as you are and you're having an epic battle with someone.
4) Gen beam: Probably not a big deal, but I think they should turn quicker.
5) Kame torpedoes: I think they should drain ki once they're just standing in mid-air. Its one thing to charge ki, and its another to maintain that energy in mid-air while waiting to fire it at someone. Little to no chance of getting in-game, but its makes sense to me.
6) Is there a way to stabilize the crosshair or is that just HL? I find I never use the crosshair because it jumps all over the place. I have to use an imaginary crosshair in the center of my screen to aim.
7) Stop punishing aggressive players. What I mean by this is defensive players have a huge advantage over aggressive players because of the way things like HOW work. I discussed this in the ZR forum and Rayne helped with this idea. Basically, people who run are able to swoop from 10 "Feet" away into their opponent and create a HOW, regardless of how long the other person was swooping. Basically, I think HOW's should only be possible from "x" distance. If the person running swoops anywhere below x, they get hit. As it stands now, HOWs will work unless your extremely close to your opponent. My logic is the person who has been swooping longer is traveling at a faster speed, and since he has more momentum he should roll right through the person who swooped from 10 feet away (since he was unable to reach maximum velocity).
The speed at which people swoop backwards should also be lowered, and they shouldn't be able to go from traveling back at full speed to traveling in a completely different direction at full speed in a split second.
Thats about it for now.