Rocket Boosting (was: Making A Stand! - For 2.4)

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What to do with rocket boosts?

keep
21
32%
reduce
23
35%
remove
22
33%
 
Total votes : 66

Postby shaggy » Sun Feb 24, 2008 9:42 am

Well you all know my opinion:
Keep the rocket jump as it was in 2.3

If you liked things the way they were, why change?
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Postby divVerent » Sun Feb 24, 2008 12:49 pm

"If you liked things the way they were, why change?"

That was said before. When 2.3 came out, people simply didn't DO that. Mappers therefore didn't THINK of it. Rocket boosting in that extreme manner became popular long AFTER 2.3 release.

So basically, be reducing the rocketboost power, or even removing them... we go BACK to how it was in 2.3 times.
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Postby SavageX » Sun Feb 24, 2008 12:54 pm

I voted to reduce it.

Mostly because I feel that some people are proud of their skills and I don't want to rob them of their opportunities to show this.

BUT I also think that with bunnyhopping and laserjumping (which are in by design) there are plenty of ways to gain inhuman speed. That should be enough.

We cannot blame people for not being interested in doing CTF defense if balance is skewed beyond description towards those which come in at warpspeed.
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Postby Mr. Bougo » Sun Feb 24, 2008 3:47 pm

shaggy wrote:Well you all know my opinion:
Keep the rocket jump as it was in 2.3

If you liked things the way they were, why change?



Don't worry, DM servers will probably have rocketjumps on, since that doesn't ruin gameplay at all... In DM, rocketjump is about one frag, not 20 like in CTF.
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Postby Komier » Sun Feb 24, 2008 5:15 pm

I voted for keep it. It's good target practice when people are flying through the air.
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Postby k0jak » Sun Feb 24, 2008 6:41 pm

Dokujisan wrote:
Mr. Bougo wrote:In early 2.3 times, when I joined the game, I saw like noone rocketjumping... Was the game SLOW? No.



Agree, many people did not start to use the feature until a months back properly, i hardly ever saw it being used until capturecity. People forget you can still rocket jump or mortar jump without using the secondary of the RL.

and the 'no one will be able to capture on facingworlds' argument is indeed ridiculous.

I have to be honest and say that i would prefer it be removed, and so i will vote for it.

and the greatwall reloaded argument....that depends on the number of players and who is playing, its like bundy said it's not really the weapons fault, its the fact of the weapons ON a map that is the problem, when these kind of maps were first made, it seemed to be the thing to do was to put every weapon possible within a map for some reason.
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Postby zombie » Sun Feb 24, 2008 9:33 pm

k0jak wrote:and the greatwall reloaded argument....that depends on the number of players and who is playing, its like bundy said it's not really the weapons fault, its the fact of the weapons ON a map that is the problem, when these kind of maps were first made, it seemed to be the thing to do was to put every weapon possible within a map for some reason.


Slightly OT,but I agree with this last part. I would love to have a break from the nex on certain maps! Talk about a weapon that people can overuse/be "overskilled" with...
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Postby Mirio » Mon Feb 25, 2008 5:53 am

agree 8)
Mirio wrote:
RoKenn wrote:Funny enough I also have said before that facing worlds would be nicer without a nex. It's a great map but the nex makes it "facing campers".

(The same problem applies to all maps with large open areas.)


the should be a no-nex-mode!
plz plz plz lol


IMO the certain problem is the nex..
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Postby Blµb » Mon Feb 25, 2008 3:43 pm

SavageX wrote:I voted to reduce it.

Mostly because I feel that some people are proud of their skills and I don't want to rob them of their opportunities to show this.

BUT I also think that with bunnyhopping and laserjumping (which are in by design) there are plenty of ways to gain inhuman speed. That should be enough.

We cannot blame people for not being interested in doing CTF defense if balance is skewed beyond description towards those which come in at warpspeed.


we still need straight-hopping ^^
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Postby freefang » Mon Feb 25, 2008 5:39 pm

This is probably to hard to inplent, but what if you can increase the detonate delay if it is reused within a spesific timeframe. That would enable you to jump from one rocket, but not from a second one.
It would still be usable for escaping save yourself from a botemless pit, but not to the extend it can be now.
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