01-03-2017, 07:33 PM
(01-03-2017, 04:37 PM)Smilecythe Wrote: No, no. It did not return back to what wasn't lost in first place. It only looks that way. In Q3 and Reflex if you stared at your speedometer only, you wouldn't even notice that you got glued. You're merely suspended in one spot doing the same exact things which you would've otherwise done further away unobstructed by the wall.It's not the (again artificial) velocity that gets stopped but your movement normal to that wall and that is my point here. Again, do not think of velocity as the value that your speedometer shows but as the first derivative of your movement.
(01-03-2017, 04:37 PM)Smilecythe Wrote: I think the way Xonotic implemented falling damage is dumb to begin with. I think getting wall damaged is dumb, because most of the time it happens because someone Vortexed your back, in which case it's also dumb luck because you hit the next wall just the right way. It's inconsistent beyond words, vertically it doesn't even always work. I think it should aim to stick to vertical damage and determine it with some more consistent values like falling height for example.This way you could get fall damage when landing on slopes where your velocity normal to that slope would be neglegtable. I don't think that this would be more consistent.