1 |
Ive seen the Idea pop up a few times, and think it would be neat for jumpbots to fill a unique mobility style with their whole factory
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1 |
Ive seen the Idea pop up a few times, and think it would be neat for jumpbots to fill a unique mobility style with their whole factory
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2 |
Issue being the balance side of things, a jumping firewalker is hard to catch, a jumping placeholder or puppy could be really scary.
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2 |
Issue being the balance side of things, a jumping firewalker is hard to catch, a jumping placeholder or puppy could be really scary.
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3 |
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3 |
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4 |
How about linking the jump capabilities of jumpbots that currently dont have jump to their weapon reload?
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4 |
How about linking the jump capabilities of jumpbots that currently dont have jump to their weapon reload?
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5 |
Ive come up with 2 ways to go about this:
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5 |
Ive come up with 2 ways to go about this:
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6 |
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6 |
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7 |
1. You can only jump when your weapon is reloaded, and your weapon must reload after jumping
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7 |
1. You can only jump when your weapon is reloaded, and your weapon must reload after jumping
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8 |
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9 |
The reload time could be shorter or longer than the normal reload time, to balance the jumps offensive and defensive use, while keeping out of combat utility in line with other jumps.
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9 |
The reload time could be shorter or longer than the normal reload time, to balance the jumps offensive and defensive use, while keeping out of combat utility in line with other jumps.
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10 |
in case of puppy, who dont reload, it would be a cooldown before they fire themselves
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10 |
in case of puppy, who dont reload, it would be a cooldown before they fire themselves
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11 |
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12 |
drawback of this methode, is that jumps are rarely available in combat, due to constant firing, and coordinating a grouped jump is very hard without holding fire on all units
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12 |
drawback of this methode, is that jumps are rarely available in combat, due to constant firing, and coordinating a grouped jump is very hard without holding fire on all units
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13 |
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13 |
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14 |
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14 |
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15 |
2. Jumping makes you reload your weapon, but jumps are not tied directly to the weapon cooldown
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15 |
2. Jumping makes you reload your weapon, but jumps are not tied directly to the weapon cooldown
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16 |
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16 |
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17 |
Akin to a self disarm, the time needed before firing after jumping can vary from unit to unit
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17 |
Akin to a self disarm, the time needed before firing after jumping can vary from unit to unit
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18 |
The advantage of this methode is that jumps are always available (provided jumpjets are charged), meaning you can easily coordinate grouped defensive and utility jumps, but offensive jumps are discouraged/can be reacted too.
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18 |
The advantage of this methode is that jumps are always available (provided jumpjets are charged), meaning you can easily coordinate grouped defensive and utility jumps, but offensive jumps are discouraged/can be reacted too.
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19 |
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19 |
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20 |
Drawback
is
that
jumpbots
become
very
hard
to
catch
out,
though
this
could
be
adjusted
with
relatively
long
jump
windup
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20 |
Drawback
is
that
jumpbots
become
very
hard
to
catch
out,
though
this
could
be
adjusted
with
relatively
long
jump
windup
animations,
especially
for
the
firewalker
and
moderator
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21 |
animations, especially for the firewalker and moderator
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22 |
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21 |
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23 |
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22 |
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24 |
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23 |
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25 |
What do ye guys think?
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24 |
What do ye guys think?
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