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easier to hit combos with greater damage fall off - lets experiment

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    easier to hit combos with greater damage fall off - lets experiment

    The combo is a mainstay of UT and something that really helps the gameplay dynamics of the game stand apart from other shooters. However it takes a bit to get into - new players to the game pretty much don't bother after a a few failed attempts that likely end in death.

    Making the combo more accessible might be good for the game - let people get into it sooner. To compensate, rewarding the accuracy of combo placement with full damage, and punishing lazy / innacurate combos with a very low minimum damage, might be in order.

    Not saying it will work, saying it might be fun to try.
    Maps: DM-Dying_Sun WIP & DM-TokaraSwamp
    www.shockandrockets.com

    #2
    This is how combos started, except mostly on one axis. Then they went full sphere in the second iteration, with big damage, and linear AoE, with a minimum damage of 1.

    Linear splash, with no minimum damage (fall off to 1) is paramount to the "skill" aspect of shooting in this game. Minimum damages (not just for combos) destroy defensive aspects of this game, are are absolutely terrible, and I still can't believe this franchise is indulging it. I'm both sad, and disgusted at the same time.
    Originally posted by Mysterial
    An instant hit, accurate, instant kill weapon is overpowered. There's no skill ceiling. It's limited only by the shooter's accuracy. It also severely impairs the defensive side of the game - ignoring ping, it is nearly irrelevant what your opponent does - click the right pixel and you win. Even non-instant kill instant hit weapons are often problematic - the Shock Rifle example is obvious before even getting to other games.

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