08-31-2012, 04:19 AM
Urgh, that thing gives me the creeps.
I tested the weapon some days ago with Grunt, Maddin and a guy i dont remember anymore (sry mate).
I havent had much problems while jumping up, lasering me on top of walls, climbing etc. . Everything looked cool so far.
That fine and decent visuals havent been implemented on 2nd fire mode, hell, who cares, it's testing phase.
What i absolutely dislike: Instahit! (Ranged-Touch-Attack / hitscan)
I'm certainly not an absolute ultra-aim player, but it was simply too easy to push / kill people. While in mid air and being hit by laser, theres no way of surviving.
First: Orientation is due to the push == 0. Or better said: Aiming while in mid-air, being pushed, is always a matter of luck.
Second: Due to the hitscan, you get pushed in mid air again, again and again. If you have bad luck (and named Brian ;-) ) and the opponent "okayish" aim - you die.
Third: I killed more dudes having nex'es in their hands with my laserblaster then laserblaster against laserblaster.
It's a no-go. Especially in ctf where the flagcarrier wont get to the homebase on any wide scaled spacemap.
Ah, btw: I couldnt find out if theres a limited range to the first firemode. It's been shooting along the whole map (dunno its name tbh, it's been the totally round map with a pavillion in its middle).
Back to jumping.
OP said that there should be no difference between the old laser and the blaster.
I dont know if it's an intended change, but wall-lasering behaves remarkably different. It's not that noticeable while being slow, but at a certain speed, it's changes occur very extreme.
Okay, so far, the techniques.
Gameplay:
I quote our most, beloved "houseelf": AHAHAHAHA))
Seriously, the intention to merge these two weapons into one makes the gap between new and advanced players "too damn high" (try reading that without a specific pic in your head ).
Advanced players dont have to switch weapons anymore to get a decent kill with the spawnweapons. Newbies (normally sucky aim) will have no chance while being pushed around (small, corridor like maps) or probably falling every 5 seconds off the map (spacemaps like newtonian, xoylent etc.). This wont grow the playerbase a lot, i assure you.
Saving your ass with RL while falling off the map is, thanks to instanthit, no option anymore. You get pushed away before you are able to detonate you rocket.
Going for the flag is rather impossibru in open maps (dance, newtonian, brokenworld...). Either you get pushed mid-air, or you simply are drained out by 2 guys, instahitting you.
On the other hand, fast running away while having the flag makes no sense anymore too. The fact, that it's now easier to be shot from skilled players, makes it quite easy to defend (you just let the dude bump into sth - then your team is almost save).
An overall: no-go vote from my side.
I'd recomment to fix the issues, announced in op.
That showgunammo could simply become the same as mg/rifle, since they're bullet like weapons.
The slapping with shotgun only, well, wheres the advance in having just one other weapon doing the same. It's still only one weapon. AND, for me, it's much more logical to get badly hurt by a huge shotgun (in ur face) then being slapped from a ... tiny ... laserlike model, looking quite a lot smaller than every other weapon.
P.s.: What I simply dont understand is, because the laser is used the most of all weapons (not to kill ofc), why or where is the necessity to change its behaviour?
I tested the weapon some days ago with Grunt, Maddin and a guy i dont remember anymore (sry mate).
I havent had much problems while jumping up, lasering me on top of walls, climbing etc. . Everything looked cool so far.
That fine and decent visuals havent been implemented on 2nd fire mode, hell, who cares, it's testing phase.
What i absolutely dislike: Instahit! (Ranged-Touch-Attack / hitscan)
I'm certainly not an absolute ultra-aim player, but it was simply too easy to push / kill people. While in mid air and being hit by laser, theres no way of surviving.
First: Orientation is due to the push == 0. Or better said: Aiming while in mid-air, being pushed, is always a matter of luck.
Second: Due to the hitscan, you get pushed in mid air again, again and again. If you have bad luck (and named Brian ;-) ) and the opponent "okayish" aim - you die.
Third: I killed more dudes having nex'es in their hands with my laserblaster then laserblaster against laserblaster.
It's a no-go. Especially in ctf where the flagcarrier wont get to the homebase on any wide scaled spacemap.
Ah, btw: I couldnt find out if theres a limited range to the first firemode. It's been shooting along the whole map (dunno its name tbh, it's been the totally round map with a pavillion in its middle).
Back to jumping.
OP said that there should be no difference between the old laser and the blaster.
I dont know if it's an intended change, but wall-lasering behaves remarkably different. It's not that noticeable while being slow, but at a certain speed, it's changes occur very extreme.
Okay, so far, the techniques.
Gameplay:
I quote our most, beloved "houseelf": AHAHAHAHA))
Seriously, the intention to merge these two weapons into one makes the gap between new and advanced players "too damn high" (try reading that without a specific pic in your head ).
Advanced players dont have to switch weapons anymore to get a decent kill with the spawnweapons. Newbies (normally sucky aim) will have no chance while being pushed around (small, corridor like maps) or probably falling every 5 seconds off the map (spacemaps like newtonian, xoylent etc.). This wont grow the playerbase a lot, i assure you.
Saving your ass with RL while falling off the map is, thanks to instanthit, no option anymore. You get pushed away before you are able to detonate you rocket.
Going for the flag is rather impossibru in open maps (dance, newtonian, brokenworld...). Either you get pushed mid-air, or you simply are drained out by 2 guys, instahitting you.
On the other hand, fast running away while having the flag makes no sense anymore too. The fact, that it's now easier to be shot from skilled players, makes it quite easy to defend (you just let the dude bump into sth - then your team is almost save).
An overall: no-go vote from my side.
I'd recomment to fix the issues, announced in op.
That showgunammo could simply become the same as mg/rifle, since they're bullet like weapons.
The slapping with shotgun only, well, wheres the advance in having just one other weapon doing the same. It's still only one weapon. AND, for me, it's much more logical to get badly hurt by a huge shotgun (in ur face) then being slapped from a ... tiny ... laserlike model, looking quite a lot smaller than every other weapon.
P.s.: What I simply dont understand is, because the laser is used the most of all weapons (not to kill ofc), why or where is the necessity to change its behaviour?