I've searched for a thread like that and didn't find anything so i will post my suggestion about thing so called Jump Bug.
Most of you guys know whats that, but there are some who don't so i will explain:
When spy is in close combat with merc, he pushes him and/or try to grab him. But when spy will try to push/grab and merc will jump simultaneously, it will do nothing to him, he will just land as if nothing happened to him, and more he will be able to shoot or push you right away.
So my idea is to fix it like that (of course if its possible for programmers to do) :
When merc will jump and spy will push him, he will fall down as in normal life. Imagine in real life. You jump up and than someone pushes you. What happens? You fall down and have to get up. Same thing would be in PS. Merc pushed in the air will have to fall down and get up. It would be some kind of ''sleeping'' but without 4 second delay. Just falling down and getting up. Whole process would take like 2-3 seconds, similar to tazing time.
What you guys think about that?
Of course after falling down there would be some kind of immunity to cams and tazing, so merc wont fall asleep because being cammed right after whole accident.
Since jump bug is not annoying and it balanced CT gameplay so much it's useless, without it you could just DM mercs so easy ;)
Remember PS is new game and this bug may not even exist.
i know but im just suggesting an option to include. Most likely there will be situations that merc jumps and spy tries to push him. And what, nothing will happen? if it would be like that mercs would jump all the time so spies cant push them or grab :)
btw, it is annoying, because i died several times because of jb.
the merc has got a stronger body than the spy, so i cannot think that the spy could make the merc just fall down like that...
but i agree "hitting" should still be possible even if the merc jumps, but not "airgrab".
Oh come on. Even a tough guy punched in face while in air would fall down :O and spies arent pussies also :P
Quote from: Rysiu-. on January 19, 2011, 03:18:23 PM
i know but im just suggesting an option to include. Most likely there will be situations that merc jumps and spy tries to push him. And what, nothing will happen? if it would be like that mercs would jump all the time so spies cant push them or grab :)
btw, it is annoying, because i died several times because of jb.
I use it, I die because of it, I know how to avoid it :)
In CT is no such thing like airgrab, it happens just because of faggy lag or host ;)
Quote from: Rysiu-. on January 19, 2011, 03:30:18 PM
Oh come on. Even a tough guy punched in face while in air would fall down :O and spies arent pussies also :P
oh come on... then give the spies the ability to charge like the mercs do, because the spies are as strong as the mercs, as you say!
Quote from: KnoogeR on January 19, 2011, 03:32:56 PM[...]
In CT is no such thing like airgrab, it happens just because of faggy lag or host ;)
You got me wrong... i know that there is no "airgrab" in CT.
I mean that the devs shouldn't make "airgrab" as an "anti-jb" move. Just making an airhit possible is enough, because if the spy tries to grab from too far away and i cannot turn fast enought or my mouse sensibility is low, i can still avoid the grab by jumping and will only get hit thanks to that.
@Meister
Im not saying that spies can be mega uber strength. But seriously even a little pussy nerd punching a tough guy in face with his elbow would make him wobble or even fall. Mercs arent worlds strongest mans. They are just packed and armored guys but not goliaths, so it should be possible to knock them down while in air.
Quote from: Rysiu-. on January 19, 2011, 02:29:36 PM
I've searched for a thread like that and didn't find anything so i will post my suggestion about thing so called Jump Bug.
Most of you guys know whats that, but there are some who don't so i will explain:
When spy is in close combat with merc, he pushes him and/or try to grab him. But when spy will try to push/grab and merc will jump simultaneously, it will do nothing to him, he will just land as if nothing happened to him, and more he will be able to shoot or push you right away.
So my idea is to fix it like that (of course if its possible for programmers to do) :
When merc will jump and spy will push him, he will fall down as in normal life. Imagine in real life. You jump up and than someone pushes you. What happens? You fall down and have to get up. Same thing would be in PS. Merc pushed in the air will have to fall down and get up. It would be some kind of ''sleeping'' but without 4 second delay. Just falling down and getting up. Whole process would take like 2-3 seconds, similar to tazing time.
What you guys think about that?
Of course after falling down there would be some kind of immunity to cams and tazing, so merc wont fall asleep because being cammed right after whole accident.
Your idea is good. It was annoying when merc was jumping when i tried to grab him. It will balance this game more and it will make this game more stealthy than ct was.
Quote from: zglina on January 19, 2011, 03:54:35 PMYour idea is good. It was annoying when merc was jumping when i tried to grab him. It will balance this game more and it will make this game more stealthy than ct was.
More stealthy? the spy will start attacking from the front with cover of smoke+chaff+flash because merc is totally blind then and if the merc jumps so he won't be grabbed, the spy hits him and he is K.O. for a sec.
Well i think this idea would be ok if the merc stands up VERY FAST after he was hit, so that it isnt much more than a usual hit.
Now that i think about it... in CT there was an animation. If Merc pushes "C" right before a spy hits him, the merc will roll backwards. Something like that maybe?
As Mr. Mic told me awhile ago to a similiar question:
Different game. Different Engine. Different Bugs. ;)
As much as I hate jump bug, I completely 100% disagree with 2-3 second falling, first of all, jumping is a natural reaction, and I am sure there are a lot of soldiers in real life, use even small height jumping to their advantage like cover to cover, but that not the point.
The thing is in every FPS you jump to survive, you move to survive, you dodge to survive. And Jump bug isn't a big deal, why? Don't DM, don't like jump bugs, don't try to grab a mercenary, there are 100 different ways to complete an objective without DM.
dread ur kinda stewpit ;/ because imagine a situation that your mate is hacking and you are covering him, standing in some dark place, camping for neck. Merc is just 1 meter away, back to you - perfect opportunity for grab. and suddenly he just JUMPS screwing all the plan, whats more he can shoot right away and even charge you... and that wasn't a DM situatiot, but normal teamwork and neck-camping. or if merc was jumping almost all the game, how the heck could you grab him in a stealthy way or even push him away if he found u?
Well, since I know the BS that can happen, I always predict the worst, and I try doing the worst, that way I won't really fail because I know it will happen, and if it doesn't, well then I just get a free kill.
As well as, if a mercenary has his back to me, I will always try to bash him, since if I bash him and I know it, I will do something to counter it faster, rather than expecting a grab, and if I do grab him, well then nothing to worry. It's almost a mind game.
+ The Hacking and cover never really works that much, since a mercenary will be checking sides.
Quote from: Meister_Neo on January 19, 2011, 05:19:37 PM
Quote from: zglina on January 19, 2011, 03:54:35 PMYour idea is good. It was annoying when merc was jumping when i tried to grab him. It will balance this game more and it will make this game more stealthy than ct was.
More stealthy? the spy will start attacking from the front with cover of smoke+chaff+flash because merc is totally blind then and if the merc jumps so he won't be grabbed, the spy hits him and he is K.O. for a sec.
Well i think this idea would be ok if the merc stands up VERY FAST after he was hit, so that it isnt much more than a usual hit.
Now that i think about it... in CT there was an animation. If Merc pushes "C" right before a spy hits him, the merc will roll backwards. Something like that maybe?
Yes, in CT that animation exist and works pretty well :P
Quote from: DreadStunLock on January 19, 2011, 05:30:58 PM
As much as I hate jump bug, I completely 100% disagree with 2-3 second falling, first of all, jumping is a natural reaction, and I am sure there are a lot of soldiers in real life, use even small height jumping to their advantage like cover to cover, but that not the point.
The thing is in every FPS you jump to survive, you move to survive, you dodge to survive. And Jump bug isn't a big deal, why? Don't DM, don't like jump bugs, don't try to grab a mercenary, there are 100 different ways to complete an objective without DM.
Jumping soldiers on battlefield.... niceeee
Btw. Merc should stand up immediately after punch. It looks more realistic than sleeping 2-3 sec on the ground
ok let me get it superb clear to you guys.
1st There won't be anything like sleeping
2nd Merc wont fall like megapunched, he will just trip, or wobble.
3rd He will stand up immediately after punch (as zglina said)
4th by "whole process will take 2 seconds" i meant it like this. Counting starts when animation of ''wobbling'' merc begins, by the end of 1st second he lays on the ground, crouches, spins whatever. by the end of 2nd second he is up on his feet ready to go. its almost like normal punch.
Take a watch maybe, and count seconds which pass when merc is pushed by spy in CT. its about 1 sec, maybe 1,5 from starting the punch animation untill he is ''ready to go''
I think this might actually go to deep into realism, to the point of where another question goes "Why a spy can't crouch and do a 360 foot kick to trip a mercenary while he is standing"
Just let them grab mercs when they're behind at the right distance, regardless of whether they're jumping or not. If they're in the air, have an animation to grab them from there.
http://www.youtube.com/watch?v=lcOwEvkjzhc&feature=related
Look at the very first kill, the way Joker jumps on the enemy, should be something similiar to the way Jump Grab should be, but the jump grab can bring a lot of weird bugs in my opinion, don't know why, but it seems quite complicated to do it correctly.
Quote from: STON3COLDKILLA on January 19, 2011, 09:14:18 PM
Just let them grab mercs when they're behind at the right distance, regardless of whether they're jumping or not. If they're in the air, have an animation to grab them from there.
That would be ok... BUT ONLY if a spy cannot grab a merc right after beserk, because... well... a good spy could grab a merc anytime then...
Ehhh, no I disagree with you Meister, after berserk a Spy should be able to 100% grab a mercenary if he dodges it. Why? Because berserk is a very powerful move, and it should leave the mercenary potentially weak. Every super power has it's weakness.
well... in that case any merc that has a low mouse sensibility got a "little" problem... if a spy comes from behind:
1. They cannot turn in time because sensibility is too low.
2. Can't Beserk because spy dodges and grabs after that.
3. Can't Bash forward because there is a wall and spy can grab after that.
4. Can't jump because spy can airgrab.
So... now i think its PEEEERFECTLYYYY balanced out!
Well so if that is the case the only way would be to give the merc an "instant 180Ã,° turn" move.
Mouse sensitivity? You do realise this is a PC game, not some shitty outdated console game?
Yes but in CT there often happened "FRONT"-grabs to me and i really don't want such a thing anymore and while you use beserk you cannot be grabbed, neither while jumping (in CT)
but still:
When i played DM sometimes it was ridiculous how spies just "flash-spam" all the time and can grab the merc while he is completly blind...
Grab should only be possible when the merc really is surprised and not realising it until after the grab itself. So there should be a way for the merc to defend against a grab that he predicted!
You got beat as a Mercenary in DM? Are you kidding me? XDDD
Let people grab after beserks, if you beserk and don't hit the spy, you've exposed yourself unnecessarily and therefore should be open to the punishment :P
Exactly, same should be after charging a wall, and without fear of jump bug have a free grab.
Quote from: DreadStunLock on January 20, 2011, 09:30:49 AM
Exactly, same should be after charging a wall, and without fear of jump bug have a free grab.
wow anybody who says jumping and turning is a bug , is a retard. Using whats in the game available to you does not make it a glitch or an exploit.
Also folks New game. New engine. Better netcode. enough said.
Quote from: DreadStunLock on January 19, 2011, 10:17:46 PM
You got beat as a Mercenary in DM? Are you kidding me? XDDD
Only when:
1. Server is laagy
+
2. "2 on 1" / "3 on 1"(tag)
+
3. Spies "flashspam"
+
4. Spies are not noobs
+
5. Bad day
+
6. Tons of HKs
+
7. I DON'T use JB
Only if all of this was part of it i could lose...
Quote from: AgentX_003 on January 20, 2011, 01:34:00 PM
Quote from: DreadStunLock on January 20, 2011, 09:30:49 AM
Exactly, same should be after charging a wall, and without fear of jump bug have a free grab.
wow anybody who says jumping and turning is a bug , is a retard. Using whats in the game available to you does not make it a glitch or an exploit.
Also folks New game. New engine. Better netcode. enough said.
And you wanted to be an advertiser? You can't even put capital letters after a full stop. And the stuff you just said was repeated by developers 100 times.