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Rocket Launcher Explosions & Translocator

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    Rocket Launcher Explosions & Translocator

    Hi,

    Didn't know exactly where to put this but this seemed like the most appropriate place. First, rokkit lawn chairs:

    The explosion that goes off whenever a rocket is detonated varies wildly depending on your graphical settings, one of them being a generic fireball "puff", and the second being an effect which outlines the paramters of the damage of the explosion (or so it seems), depending on the settings of your "effects".

    Compare, 1 and 2.

    1: https://gyazo.com/b8ef9b4d33815a6a0d5d27eaa29ee12b

    2: https://gyazo.com/07036b791a6ab01947637190cde0af31

    This gives a bit of an unfair advantage seeing as you can accurately estimate how much splash damage a rocket can do and would be great to help people learn the area of the splash.

    Secondly, a personal issue: I don't like translocators. It turns a match into a clusterduck of teleporting and it resembles much less a offense/defense gamemode and more of a "scramble for the flag" gamemode. What's up with that? Is there any designers here that can tell me the reason behind the translocator?

    #2
    Not a fan of the current translocator either. I avoid CTF because of the trans-spam-fest. It should be used as a tool to catch up the lag carrier ... right now it is too easy to avoid encounters with it. The trans should have charges and ... maybe longer reach imo.

    Comment


      #3
      Originally posted by SnowballWr View Post
      It should be used as a tool to catch up the lag carrier ... right now it is too easy to avoid encounters with it.
      Couldn't you open up shortcuts on the map whenever your flag is stolen to make it easier to get to mid or wherever?

      Comment


        #4
        the translocator in this game feels horrible, its like throwing your moms titanium china plates.

        not only is the design cumbersome, its weight is heavy too. it was originally designed to get to high places and travel distances in large maps.
        the object/teleporter itself should glide and almost float. with that, it needs a recharge count down and charge limit.
        and the kill box on teleport doesn't seem that impressive, messing with the bots in the tutorial, it was hard to telefrag them because of the small hitbox

        Comment


          #5
          Yeah it does seem quite hard to actually aim for a telefrag, but that doesn't seem to change the number of deaths I get from people telefragging me!
          Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

          My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

          Comment


            #6
            Originally posted by SnowballWr View Post
            Not a fan of the current translocator either. I avoid CTF because of the trans-spam-fest. It should be used as a tool to catch up the lag carrier ... right now it is too easy to avoid encounters with it. The trans should have charges and ... maybe longer reach imo.
            The current translocator is cancer. Epic should just copy the ut3 translocator, give it 4 charges, and take about 3 seconds to regain a single charge, and then be done with it, or keep the current translocator, and just require that the projectile land on the ground before it can be teleported to. Either would remove the cancer of constant chain teleporting across the map.
            Last edited by Envieous; 05-09-2016, 01:53 PM.
            CTF-Azimuth [UT4] - Check out my game!

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