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Improve rocket / explosion "pop-up" of players #35

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mikeparker opened this issue Oct 25, 2014 · 1 comment
Open

Improve rocket / explosion "pop-up" of players #35

mikeparker opened this issue Oct 25, 2014 · 1 comment

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@mikeparker
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FF's rockets / explosions seem to produce more horizontal movement compared to TFC's, in particular, using the rocket launcher feels less "controlled" in FF.

Squeek discussed trying to reverse engineer what they did in TFC as it felt easier to pop enemies up using the rocket launcher, for more airshots and shotgun shots.

After looking at this TFC video here:
http://youtu.be/_gkFO5SIn5k?t=6m3s

You can see a rocket hitting the floor near a medic, and the medic travelling near vertically upwards, even though the rocket hit the floor maybe 0.5m away.

Perhaps what TFC did was subtract a small amount from the horizontal distance when calculating explosion push? And/or perhaps, FF is using the "raised" explosion position when calculating push as well as damage? And/or perhaps TFC took away horizontal speed when getting hit by explosions?

@FDA-
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FDA- commented Nov 29, 2014

It's kind of hard to explain the "feel" of different rockets in different games. FF rockets seem like their knock back is only additive or subtractive in a very linear fashion. It only really seems to increase or decrease your speed along your current trajectory without affecting the trajectory itself very much. Where as rockets from tfc or tf2 do seem more manipulative or "controlling". It's really apparent in airshots as well. In FF hitting a rocket mid air is like hitting a brick wall, it just sort of cancels out velocity where it should redirect it slightly more.

Some kind of adjustment to rocket knock back could go a long way in making the class more fun, as well as giving a much needed buff to defense. Just don't get too crazy with it.

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