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well u did say it'll render you more or less unable to fire your weapon and it'll also slow you down if you're trying to get down somewhere and accidentally hit a ledge. Those few deciseconds are ever so valuable on fast-paced servers (ctf and dm especially) everyone'll just hate this feature when they realize that it cost them the match.So conclusively, the annoying effect that it has is far too much when compared to the small benefits it gives... sry :/
Would MM need to rewrite the code for weapons, to tell the game if it is one handed or two? Wouldn't this take a while?
this would ruin all older climb maps ;-(
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.
This idea has huge mental retardation. no support.
Well, what is the point in holding onto a poly that kills you?
Lol*. You guys just dont get my ''huge mental retardation thing'' do you?
You don't have to automatically grab onto a ledge, just put it in another key, like 'Q', and move the controls so that they still feel intuitive. Grabbing on ledges saved my life countless times in Super Smash Bros. Melee.
Quote from: KingOfPing on March 16, 2007, 06:17:07 pmLol*. You guys just dont get my ''huge mental retardation thing'' do you?Giving people unhelpful and immature comments? Ya I get it.
I think this would fall under that "no changes to the PMS map design" clause. There is no way for the game to detect what would be a "stickable" polygon or what qualifies as a ledge when the button is pressed. Personally, I don't think it'd be useful in a game where most maps have jet packs on its players. Soldat is too fast paced and jet oriented to have much use for grabbing walls, triangle jumped, etc. Plus, I hate the thought of campers scaling the walls high on a map, "grabbing" it, and then sniping from afar in a really difficult to reach location.
I think this would fall under that "no changes to the PMS map design" clause. There is no way for the game to detect what would be a "stickable" polygon or what qualifies as a ledge when the button is pressed.
Quote from: Mr. Domino on March 19, 2007, 11:46:24 pmI think this would fall under that "no changes to the PMS map design" clause. There is no way for the game to detect what would be a "stickable" polygon or what qualifies as a ledge when the button is pressed.Well, what I was thinking was actually based off of the way that the ragdoll of the Soldat's corpse reacts when clinging to an edge.
Maps are also created by code, and everybody knows that soldiers will be able to grab on 90 degree-angled slopes or lower degree.
Quote from: jrgp on September 30, 2010, 03:36:50 pmOnly anime shows I've felt any interest in over the years are Pokemon (original TV series) and various hentai.so clearly jgrp is a goddamn anime connoisseur. his opinion might as well be law here.
Only anime shows I've felt any interest in over the years are Pokemon (original TV series) and various hentai.
Best Admin: jrgp, he's like the forum mom and a pet dog rolled into one.
Maps are created by triangles, the simplest form of geometry. It wouldn't be hard to figure out the distance from a-to-b, from b-to-c, and from c-to-a, and find the angles that way.
Just a small, simple idea that I spent some time thinking on... thought it'd be surprisingly fun to have implemented, but I've no idea how hard it would be to do so, to be honest.The idea is this:When a Soldat is in the air, and comes across the edge of a polygon (such as with the shot above at Ash), they could tap the w button to have their Soldat grab onto the edge and hang there, much as corpses do when hooked against a polygon/sliding off of one on a ledge. Then, they can either jet (or if the map doesn't have jets, tap w again) to get up onto the polygon, or they can tap s to drop back down. It seems rather small a suggestion, but there's some benefits and cons to the people who do it:PROS1. In a map with ledges, this could be used for getting a peek at what's coming, rather then simply leaping into the line of fire.2. Climbing maps could benefit from this in particular, a game of timing the jumps perfect to catch the edge of a poly, etc.3. In TW maps with little jet, this would work to give the Soldat that extra boost needed while maintaining realism.CONS1. By hanging onto the wall, you're opening your Soldat up considerably than if you just stayed grounded. Without letting go of the wall, the Soldat can only aim so far with some weapons (specifically, ones that can be used with one hand), and other weapons are rendered useless without the ability to use both hands.2. It takes that extra moment to tap w, s, or jet before you can regain full aiming capabilities... those are moments the enemy can use to their advantage.There are others I could probably come up with for the pros and cons, but off-hand I can't recall some of the other bits I had in mind for this.I know, it's not a neccesary addition or anything... and with work on the new version, it's doubtful that even if it were a good idea, it would be implemented. However I was curious to see what everyone thought of this, as I thought it might actually, if it WAS implemented, add for just a little extra element that prove to be both useful and fun.Admittedly, however, this sort of an update would likely only add to particular maps and gamemodes, and not to the game overall. However, I thought it still might be worth airing the idea out