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Consecutive Dodging

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    #16
    Having two wall dodges would be cool

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      #17
      Originally posted by Boksha View Post
      That's not exactly the same is it?
      I mean, kicking off from a wall you jumped into isn't hard even for someone like me and I'm not exactly an athlete.
      True, but then you should also keep the momentum you had before you did the dodge. Atm, when you run into a wall at a 45 degree angle and dodge away from it, your direction turns around 180 degrees. You on the other hand have to cope with said momentum.

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        #18
        Make it simple: Every time I'm in contact with a wall I can do a wall dodge, no limits. That's how it should be imo, just like every time I'm in contact with a floor I can do a regular dodge.

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          #19
          Originally posted by Boksha View Post
          Why? It doesn't really increase airtime, just lets you be more unpredictable against hitscan weapons, which is a good thing IMO.
          Totally agree here

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            #20
            I am for it. o/

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              #21
              I think thats a good idea..Well it's got epic to decide so if it's not in now...then leave it.

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                #22
                There's a multidodging mutator for UT200x, so unless this feature is already built into UT3, expect a multidodging mutator for that game as well.

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                  #23
                  Originally posted by Molgan View Post
                  Make it simple: Every time I'm in contact with a wall I can do a wall dodge, no limits. That's how it should be imo, just like every time I'm in contact with a floor I can do a regular dodge.
                  That would allow constant dodging back and forth in a small hallway though. I think a better solution would be to allow one walldodge between every time you touch the floor. Currently that's one dodge, where regular dodges and walldodges are treated as the same thing.

                  Originally posted by Wormbo View Post
                  There's a multidodging mutator for UT200x, so unless this feature is already built into UT3, expect a multidodging mutator for that game as well.
                  In practice, any mutator that changes gameplay (especially in a small way) won't get used much in pubs and won't get used at all for organised matches, so I'd rather have it in the game by default.

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                    #24
                    Originally posted by Boksha View Post
                    Why? It doesn't really increase airtime, just lets you be more unpredictable against hitscan weapons, which is a good thing IMO.
                    Wrong.

                    Any buffing of dodging ie. fast movement is a nerf of prediction weapons and relatively BUFF hitscan weps.

                    You should know this...

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                      #25
                      another reason why this is lame - if you perfect this technique you can move alot faster than just with normal dodging since there is a dodge cooldown... This will not just mean that people move faster with the flag in ctf (about as fast as if dodge jump was in, provided there are suitable walls) but it will mean that you HAVE to learn this lame jumpy technique to avoid getting behind the game.

                      Not to mention the fact that this would mess with the feel yet again... No more floaty tournament please! Think what you ask for...

                      BAD IDEA

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                        #26
                        It kind of sucked when you played against a guy that had the double dodge jump down in CTF. Yeah I know that really means I sucked at the game but I could never catch those guys and I’m glad they got rid of it. I don’t think dodge jumping into a wall and then having the ability to then wall jump off of it will be anything someone can use to a great advantage and I’m not against it. I’m glad one really good guy can’t totally dominate a whole team. As a casual player that doesn’t play all the time means I still have half a chance to get a frag now and then and still have a good time. And they wonder why half of all UT people played off line.

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                          #27
                          Originally posted by p|atinum View Post
                          I always thought that a consecutive dodging ability should be in the game. For example if you dodge off a ledge and another wall is within the dodge range you can't wall dodge of that wall because you used your dodge coming off the ledge. I would like to see it where that second wall dodge would be available to us.

                          Thanx...
                          go play instagib
                          or
                          im sure there will be a mutator that will allow multiple consecutive dodges like there is one for 04*

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                            #28
                            Originally posted by booshack View Post
                            Wrong.

                            Any buffing of dodging ie. fast movement is a nerf of prediction weapons and relatively BUFF hitscan weps.

                            You should know this...
                            Disagreed. A dodge is a fairly quick movement, but it doesn't get you very far. A walldodge after a regular dodge will most of the time put you back where you were, which is useless against projectiles.

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                              #29
                              Some people are getting what I said twisted. This will have no effect on the speed of the game. All it will do is if you dodge off something and hit a wall you could wall dodge back off it. In 2k3 and 2k4 you could not us another dodge once you left the ground with a dodge. The only way to do this now is to walk off the ledge and use air control to get next to the wall and wall dodge. It's simple and I think it would be a nice addition to the game play.

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                                #30
                                It would just be a faster side-jump-walldodge that's quite abundantly seen in insta now. A side-jump-walldodge would prolly be more effective in all situations anyway becuase of the extra hang-time to decide if you need to walldodge.

                                It would onlt be useful when you dodge into a wall by accident, which so happens too often, and you are stuck there for a split second cursing.

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