Lower weapon accuracy while jumping
Kamamura
Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
1) it's realistic, try jumping and shooting with a real gun.
2) it gives skulk better chance up close, and may serve as a slight skulk buff that may be currently needed.
I think those jumping duels in close range are the ugliest and most frustrating part of NS2 gameplay.
2) it gives skulk better chance up close, and may serve as a slight skulk buff that may be currently needed.
I think those jumping duels in close range are the ugliest and most frustrating part of NS2 gameplay.
Comments
Anyway, yes, I think this is a good idea.
I'm sorry I think this would be awful. "Skill fps games" which rely on movement should not have accuracy modifiers (Quake/Unreal/NS2/HL etc) FPS games which rely on high damage weapons and positioning (CS/CoD etc) can get away with these accuracy modifiers as both teams suffer from it and the weapons are so high damage that one shot is usually enough to get the kill. This would reduce marines to crawl walking anytime an enemy unit was near, and destroy and hope of killing advanced life-forms imo
Love it or hate it, jump-dodging has/will always be a part of the NS1/2 gameplay.
For the love of all things good do not nerf the marine movement or add in any of those retarded things like damage spread / recoil etc.
This, please.
I support your idea. For ex. in BF3 it works very well.
For me, it totally kills the mood, when I stalk a marine then the i moment i jump on him, the crazy "dancing-jumping" combat begins. It is just unrealistic. Very unrealistic.
So I no longer support my original idea ;-)
NS(2) has always been about tracking aim and twitch aiming, any deviation from that simply isn't NS IMHO... Also your realism points are superseded by ... Nanites
I wouldn't thats completely true. The common occurence? Yeah. If you're securing a second tech point you should always take a good stationary position. Marines always have the advantage with that situation.
I'll accept a jump accuracy loss if skulks loose glancing bites.
I have observed that good players are constantly on the move, whether playing aliens or marines, even then building, or guarding a venue of approach. I suspect the reason for this is client-biased lag solution of the game. If you are stationary, and an enemy attacks you, and say you react really fast and dodge, you still are a stationary target for your opponent for the duration of your and your adversary's network lag COMBINED. If you are attacked by a low pinger, even worse, because he has more time to chew on you. That's why advanced players are constantly on the move, literally whole game.
Sorry, I didn't mean camp a single space and never move. I meant depending on the room a stationary location that you are basically "orbiting around". When I said securing a second tech point I don't just mean clearing it out but building RT, Chair, Armory, Phase Gate, etc. Which takes time.