07-08-2015, 11:15 AM
(This post was last modified: 07-08-2015, 01:38 PM by Smilecythe.)
1. Remove strafejump speed cap? (Poll)
Apparently there's a speed cap for strafe jumpers in vanilla and any physics excluding defrag. I'm assuming it's there to make things more fair for less skilled players or just to limit the speed in general, but it seems like such a waste of possibilities, especially with an entire subcommunity of advanced strafe jumpers around. It's also weird because there isn't an actual speed cap, just a strafe speed cap on a flat surfaces specifically. You can keep speeding up almost indefinitely with rocket/laser boosts and you can stack up speed from jumping off from downward slopes.. However when you strafe jump on a flat surface, you can reach only around 900qu/s speed and the closer to that milestone you get the slower you accelerate, until you stop accelerating completely. I don't get it, why is the harder alternative for movement the one being limited?
Removing the strafe cap wouldn't impact DM/Duel in the long run, but in CTF and Minsta+Hook you might see some (slight) changes as you would now be able to accelerate without using laser/hook. Combine that with laser/hook and you'd go even faster! Give defraggers a reason to play vanilla and vice versa, please!
2. Mute step sounds automatically when crouching
Sometimes when you're crouching and you turn in ground your character generates step sounds. I have no technical knowledge why this happens, but my guess is that the step sounds are activated when a certain ground speed is reached. As it so happens, sometimes this ground speed is reached when you for instance do circle-jump like motions while on crouch and sometimes a simple twitch or turn is enough. Either increase the speed required for step sounds to activate (if there's any) or just automatically mute them while crouching. Silent and sneaky movement will remain broken if nothing is done.
3. Bring back jump grunt sounds (wink wink server admins)
I understand most people find them annoying, but there's a very practical use for them in mods that involve situational awareness, enemy location detecting and shooting. People who play Quakeworld or Quake Live for instance, often use the grunt sounds to confuse or mislead opponents into thinking that you're hopping away or dropping from a level above, while you're actually just staying still and using that moment of confusion for your advantage. The effect of this mechanic is similar to laser jump feigns, but more practical in various ways. Current jumping sounds aren't often loud enough to carry the sound to the opponent and is often masked by other sounds like rocket/vortex impacts, also the sound is only generated when you land. I know the grunt sounds exists somewhere, but they're disabled on almost every server as well as from the default ruleset. Is there any chance you might like them included on competitive rulesets?
edit: I figured that stair gliding might be one of the primary reasons why grunts are disabled, whenever you glide stairs you execute multiple jumps in a quick succession which gives you an extratone of grunt sounds. I don't recall it being a problem, but I would imagine it to be. Solution here might be as simple as limiting how many jump sounds can play per second, similar to how air shot sounds are.
Discuss!
Apparently there's a speed cap for strafe jumpers in vanilla and any physics excluding defrag. I'm assuming it's there to make things more fair for less skilled players or just to limit the speed in general, but it seems like such a waste of possibilities, especially with an entire subcommunity of advanced strafe jumpers around. It's also weird because there isn't an actual speed cap, just a strafe speed cap on a flat surfaces specifically. You can keep speeding up almost indefinitely with rocket/laser boosts and you can stack up speed from jumping off from downward slopes.. However when you strafe jump on a flat surface, you can reach only around 900qu/s speed and the closer to that milestone you get the slower you accelerate, until you stop accelerating completely. I don't get it, why is the harder alternative for movement the one being limited?
Removing the strafe cap wouldn't impact DM/Duel in the long run, but in CTF and Minsta+Hook you might see some (slight) changes as you would now be able to accelerate without using laser/hook. Combine that with laser/hook and you'd go even faster! Give defraggers a reason to play vanilla and vice versa, please!
2. Mute step sounds automatically when crouching
Sometimes when you're crouching and you turn in ground your character generates step sounds. I have no technical knowledge why this happens, but my guess is that the step sounds are activated when a certain ground speed is reached. As it so happens, sometimes this ground speed is reached when you for instance do circle-jump like motions while on crouch and sometimes a simple twitch or turn is enough. Either increase the speed required for step sounds to activate (if there's any) or just automatically mute them while crouching. Silent and sneaky movement will remain broken if nothing is done.
3. Bring back jump grunt sounds (wink wink server admins)
I understand most people find them annoying, but there's a very practical use for them in mods that involve situational awareness, enemy location detecting and shooting. People who play Quakeworld or Quake Live for instance, often use the grunt sounds to confuse or mislead opponents into thinking that you're hopping away or dropping from a level above, while you're actually just staying still and using that moment of confusion for your advantage. The effect of this mechanic is similar to laser jump feigns, but more practical in various ways. Current jumping sounds aren't often loud enough to carry the sound to the opponent and is often masked by other sounds like rocket/vortex impacts, also the sound is only generated when you land. I know the grunt sounds exists somewhere, but they're disabled on almost every server as well as from the default ruleset. Is there any chance you might like them included on competitive rulesets?
edit: I figured that stair gliding might be one of the primary reasons why grunts are disabled, whenever you glide stairs you execute multiple jumps in a quick succession which gives you an extratone of grunt sounds. I don't recall it being a problem, but I would imagine it to be. Solution here might be as simple as limiting how many jump sounds can play per second, similar to how air shot sounds are.
Discuss!