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reality adjustment: forbid jetpack-jump midair acceleration stop #1748
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This is by design. |
It is by design. I'll need some evidence of it being brokenly abusable. |
it is advertised as physics. |
if this is by design, i will attempt to abuse. if it is relieable abusable, will the design decision be discussed? |
If that's a problem then change advertising.
Sure, feel free to provide replays. |
In that game, pyro destruction would have been easily avoided if you put down some lotus after SavageBlake pointed it out. Your team didn't respond to the incoming pyro threat at all and thus were punished for it. The only abuse case here is that people don't pay attention to the map. A few measy lotuses would have saved that singu, factories, com, whatever else I killed. That pyro cannon costed ~2,000m by the way, almost half a bertha. Not to mention it had a failure rate of ~20% and takes full attention to deploy ONE pyro. Fun fact: Pyro deploying is countered by defenders (and even makes 30m cost!). 😉 |
Reopen having gathered brokenness evidence. |
Physics doesn't exactly mean realistic physics. It means that something that looks a bit like physics is relevant to gameplay. |
if you newtonramp-accelerate jump units, they fly. while they fly, you can use jump to make them stop flying and then they land safely on the jump target. this is valid for jetpack jumps (pyro, jack) and not for leg-jump (sumo, skuttle).
why is there made a difference? ok, jetpack does influence physically the acceleration, but hey, it doesnt stop it, or prevent fall damage.
in the stated game, the strategy was applied to pyros to transport them in the back of my team. my understanding is, that for transporting there are transports or teleporter...
http://zero-k.info/Battles/Detail/440248
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