Grenade Or Rocket Jumps ?

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*A*C|_ASS*WON]<O
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mad. yes i have seen hq, hard and some ctf guys play. seen hq only once but seen enough of him to know he knows what hes doing in terms of movement. but thats precisely my point. if u watch him play ull immediately understand that he doesnt have to work at it. all he has to do is do weap jumps and occasionally, repeat occasionally, employ strafing. hard doesnt strafe much at all! period!

as for toned down jumps making you more of a target and making e+ a who aims first and better contest, where have u been? as far as i can see e+ is exactly that and nothing more. (not counting ctf. but ctf is another matter entirely. in a game in which the objective is to grab the flag and get back to base for a capture, allowing somebody to move superfast with bfg jumps is an lol concept).

also if u employ gl jumps and rjs a lot ull immediately realize that the knockbacks are waaaaaaay more than necassary. most of the times u do a glj or rj ull go and hit the wall somewhere and not be able to maintain any speed.

i dont know if uve played other mods or not mad. but ive played a lot of cpma and defrag. believe u me u can go really fast and maintain that speed with minimal use of weapon boosts. only u have to work at it.

but i do agree that perhaps making gameplay slower would be rather weird with such "excessive" weapons. but imo that is flawed anyway. what i would suggest is getting all the damages scaled to 100 and then making health and armour much (MUCH) more important. unless this happens movement will only play a minimal part in e+ as is amply demonstrated by cws.

o and btw all the "great" movement stuff in e+ like bfg slides and stuff even when employed in succession and with skill in ctf say, still becomes very boring very fast. trust me. been a student of quake movement for 2 years. id like to think im decent at it and most people would say i am. and altho i was interested in bfg jumps and stuff in the beginning, after just about 5 months i see nothing really skillful about it. its fast but its not very creative. no midair stuff. no really skillful maintaining speed and nice cornering and stuff. just one weap jump after another.

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madbringer
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Grenade Or Rocket Jumps ?

Quote:
if u watch him play ull immediately understand that he doesnt have to work at it. all he has to do is do weap jumps and occasionally, repeat occasionally, employ strafing. hard doesnt strafe much at all! period!

Quote:
also if u employ gl jumps and rjs a lot ull immediately realize that the knockbacks are waaaaaaay more than necassary. most of the times u do a glj or rj ull go and hit the wall somewhere and not be able to maintain any speed.

You see, the difference between thinking you can move good, and actual ability to move good is - they (masters of movement) don't land on walls. Why is that? Oh wait, i know. Because they don't have to work at it. lol... From what you wrote, man, it seems to me like you don't like weapon jumps here purely because they're outside your ability to master them.

Quote:
as for toned down jumps making you more of a target and making e+ a who aims first and better contest, where have u been? as far as i can see e+ is exactly that and nothing more.

Yes. When you are playing against an aimbot who will hit you 100% of the time. Unless you have some means to scramble the other players aiming, like WITH A VERY FAST WEAPON JUMP. :roll:

Quote:
but i do agree that perhaps making gameplay slower would be rather weird with such "excessive" weapons. but imo that is flawed anyway. what i would suggest is getting all the damages scaled to 100 and then making health and armour much (MUCH) more important. unless this happens movement will only play a minimal part in e+ as is amply demonstrated by cws.

Right. You know, a while back i had a heated discussion with HQ about a changed config that would include a two-hit kill RG (after you pick up some ammo) and no multi jumps. Tar wanted to take that even further... and now you want to take the weapon jumps out of the picture too. With what E+ will be left then? What distinguishable gameplay features will it have then, if we take away all of these things out of it? CPMA clone, more or less. Now tell me, do you want to play E+, or CPMA on E+ platform?

Don't get me wrong, i'd like some changes too. I'd really like to see more tactical challenges put in the mod, less spam, more thinking. But for me, the way you are able to move around the maps was always a unique E+ attribute. And i will always be set dead against taking that away from this mod.

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Grenade Or Rocket Jumps ?

hehe. you know mad i like you. ur a nice guy. but pls dont treat me like a noob. neways i thought something like that mite be ur reply. and i do have an answer to that. if u could wait till tomorrow ill show u something. too tired to do it now. havent slept all night.

neways if u remember, in those very same posts about the discussion of 2 rg shots to kill, no multi jumps and other stuff, id made it plain that i would like to see those happen. as a matter of fact i actually watched hq try the config he developed as a result. dont think he took it too seriously cos i havent seen anything come out of it for a month or so.

the reason y i support stuff like that and things like toned down weap jumps, making armour and health more important etc is that as much as it pains u to see e+ loose some of its excessiveness it simply is the only way to go if u wish to make the gameplay sensible at a high skill level. unless u think that anything that makes u think is bad.

as for what distinctive charecter e+ will retain. again for me the things that distinguish e+ from other mods are 2 - customizability and speed. and what i would like to see in games in e+ would be staying with something like retaining the damage system of plus.cfg. except for one thing i would reduce all damages to within the health ur spawned with. what this will mean is that u CAN pick up armour or health and escape dying after one rail shot or the equivalent from other weaps. in other words gameplay as it is now will remain, UNLESS people wish to take armour and health. so im simply proposing an addition to the gameplay. also as i hope i can convince you, we dont need such enormous knockbacks from rockets and grenades to move. i would like to see a penalty for using weap jumps. something like a health/armour penalty of 25percent ur spawn hps if u do a bfg slide. and lower values for rjs and gljs etc. this will make people use weap jumps less and use them carefully and try to combine jumps with strafing. e+ physics 2 comes with full cpm like physics which is completely wasted as of now.

and for all this the fact remains that what i propose is simply another config. a config that would be suited to high skill games. such as 1on1 games or clan wars. obviously if no one wishes to do this then they dont.

all i wish to say is that we dont need such excessive weaps and weap jumps to have fast (really fast) gameplay.

neways im sorry for kinda taking over this topic and going off it. i apologize.

edit: i do have one suggestion for u mad tho. go watch some cpma demos. perhaps some cpm trick movies. if u havent seen the cpm folks move, then u aint seen no moves yet. period.

#e+pickup #excessiveplus #class.clan

RATSALAD
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Grenade Or Rocket Jumps ?

HAHAHA.... You have more guts than I do Wonko... leave it to us CPMA guys to stir things up Laughing

madbringer
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Grenade Or Rocket Jumps ?
*A*C|_ASS*WON]<O wrote:

hehe. you know mad i like you. ur a nice guy. but pls dont treat me like a noob.

Oh man, sorry if you got such an impression. I wasn't trying to, but i guess my words take such shape when i go in defense mode Laughing I like u too, u whiny beeyotch hahaha Big grin

Well, back to the offtopic in the topic. I would be willing to try playing with damage penalty for weapon jumps. That would indeed make you think about when exactly to execute a jump. Making use of armor+health would be a welcome addition to the game too from my side. And i guess the knockback of rl and gl is a matter of liking - i'm no master of moving with weapons, but am pretty confident and usually know what i'm doing. I'd really hate to see that go away - and you said yourself that one of the things that is E+ most distinguishable features is it's speed. This is defined mostly by two things: one shot one kill rail (moving makes you harder to hit) and huge rl/gl knockback+bfg slides. Take BOTH of these things away, and you lose E+'s unique game pace. And pace is what i love in this mod.

*A*C|_ASS*WON]<O wrote:


edit: i do have one suggestion for u mad tho. go watch some cpma demos. perhaps some cpm trick movies. if u havent seen the cpm folks move, then u aint seen no moves yet. period.

Now who's treating who like a noob? Tongue Trust me, i watched tons of demos and movies from OSP and CPMA. Not as much as you or Tar did perhaps, but i've seen the best in action.

Anyway, before we turn this thread into an encyclopaedia Happy

If you/Tar or whoever creates such a cfg, i will be more than willing to test it out. And as long as at least a portion of current game pace will be retained, i'll prolly like it.

ghost
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Grenade Or Rocket Jumps ?

""
as a matter of fact i actually watched hq try the config he developed as a result. dont think he took it too seriously cos i havent seen anything come out of it for a month or so.
""

hmm, im maked the conf, played with some ds members who liked it, fixed lg with taratos. conf is free for use and im cant do nothing about it if ppl dont want play it

im also havent time to spend on project more, i may help but only help

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o ok..err thats what i thought hq. sorry if i misled with words. gah. actually i would like that config. also i would like to play on it. only im not sure if there are any server owners willing to put it on their configs list Sad.

edit: just read mads post about hqs hehe..lol man..human we are...neways i got so pissed off from ur earlier post i set out to prove that u can indeed move fast without using such huge knockbacks. actually i went a little further than that. also of course i have to prove that im no noob at movement. hehe. ego it is. but neways turns out it was a nice idea and kinda sparked my waning interest in e+. shall post results tomorrow or day after. after i sort out a demo playback problem.

#e+pickup #excessiveplus #class.clan

n1xter
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Grenade Or Rocket Jumps ?

nade Winking ..
rocket is to slow.. ;>

tartaros
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Grenade Or Rocket Jumps ?
ghost wrote:

hmm, im maked the conf, played with some ds members who liked it, fixed lg with taratos. conf is free for use and im cant do nothing about it if ppl dont want play it

Why polish people call me taratos? It means something in polish? Confused Especially in cpma if the opponent is polish it's always "taratos" if it's another ethnicity (and knows where i am from) it's "greek". Confused

A cfg more or less like the one hq created would be nice. However, changing bfg settings seems to make movement more instant and uncontrollable. I might be wrong but it doesn't feel like on regular bro cfgs. So the bottom line is that to make such a cfg we need health to be "300" as it is now. BUT in that case it kicks the enemy in the corner if the railgun shoots with 200 damage or something. So with the current version at least, it's impossible to make a deeper gameplay and keep the basic e+ elements, imo.

--edit--

Now with such a name i am totally 1337

Big grin

RATSALAD
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Grenade Or Rocket Jumps ?
tartaros wrote:

A cfg more or less like the one hq created would be nice. However, changing bfg settings seems to make movement more instant and uncontrollable. I might be wrong but it doesn't feel like on regular bro cfgs. So the bottom line is that to make such a cfg we need health to be "300" as it is now. BUT in that case it kicks the enemy in the corner if the railgun shoots with 200 damage or something. So with the current version at least, it's impossible to make a deeper gameplay and keep the basic e+ elements, imo.

--edit--

Now with such a name i am totally 1337

Big grin

Won't setting the knockback on rail to 0 fix that? Erm.. then again the rail damage on the cpma cfg I've been working on is 80.... so you're saying if the damage is 200+ it pins the enemy against the wall no matter what?