If the whip knockback was always in the general direction of the marines, just with either less force (so they fall short) or a reasonable angle of dispersion, it would be alright. I wasn't particularly happy when they changed whips to strictly damage. I think this functionality stops or at least cuts back on mindless spammage of explosives.
We used to have this.
It was somewhat fun, except for the fact that the horrible (non predicted at the time) GL projectile physics were 3 times as unpredictable as now (which says a lot) and would explode on your face easier than you would think, since they essentially could teleport dozens of meters in a blink of an eye - and then your screen went black.
Of course we could now render an outline around it like dropped weapons have in NS2+... but that can cost precious milliseconds in rendering time.
How about if the whip is fully Matured, that instead of knockback, the whip would absorb the grenade and only take X% of damage from it, and same for any aliens in that area, its still going to do damage, but just not as much
The code for the whip was poop so they redid it. It shouldn't fail at attacking as much and be able to attack while the bombard ball grows. I think. Another thread.
Comments
It looks like the CDT is rewriting the whip code from scratch, so the grendade smack will be possible again in the future
We used to have this.
It was somewhat fun, except for the fact that the horrible (non predicted at the time) GL projectile physics were 3 times as unpredictable as now (which says a lot) and would explode on your face easier than you would think, since they essentially could teleport dozens of meters in a blink of an eye - and then your screen went black.
Of course we could now render an outline around it like dropped weapons have in NS2+... but that can cost precious milliseconds in rendering time.