Author Topic: Marauder gameplay  (Read 5713 times)

Offline Nemo on: January 09, 2013, 09:31:14 PM

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When 1.2 came out I was curious about gameplay, and it was terrible, the thing that made my cry was that mara jump butchery. Nothing can replace old trem mara jumps. This wallclimbing was made just for people unable to handle their mara well, so please let mara to be like this old dynamic funny monster!
If you wanna see the sky fuck a duck and try to fly

Offline Rotacak #1 on: January 10, 2013, 12:34:43 AM

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I agree. It will be harder for newbies, but if you master it, it will be a lot more fun. For example, I never mastered Marauder, but still think that 1.1 behavior is better. You need to have some skill, you need to train, you need to play - and that is good.

Offline Loki #2 on: January 10, 2013, 07:46:47 AM

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I agree. It will be harder for newbies, but if you master it, it will be a lot more fun. For example, I never mastered Marauder, but still think that 1.1 behavior is better. You need to have some skill, you need to train, you need to play - and that is good.

+ if you know how to use him
- if you are against skilled mara

I'd like to see there maras wallclimbing

Offline Nemo #3 on: January 10, 2013, 03:53:16 PM

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Maybe that could be second maras skill, like dretch can switch on and off wallwalk, but It would make mara littlebit overpowered, I'll try to prepare some wideo with 1.1 marajumps and tricks for you it is pretty funny and thats also the thing I loved mostly in trem.
« Last Edit: January 10, 2013, 05:08:32 PM by Nemo »
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Offline grmg.pl #4 on: January 10, 2013, 04:39:11 PM

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All this "jump-1.2/1.1" will depend on what kind of gameplay and mapdesign we are going to get, how easy/hard it's gonna be for a total newb to learn jumping and ofc what will be the mechanics of the jump itself.

There could be a toggle auto/manual jump, where auto would be, well automatic (nobel prize plz) but less accurate, or would lock the vector of moving for some time. Or some other "penalty".

That way we could have "I can't press space right" people happy without taking away the actual skill to get good with mara for the people that can press the space at the right time.

Offline Nemo #5 on: January 10, 2013, 05:07:49 PM

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Hum actually, I think I was one of these people able to do do almost all tricks with mara and for some jumps you just needed to keep space pressed, well I hope that mara jump "balistics" will be very similar, there was also thing that is same for UrbanTerror that when you knew how to jump sideway your jump was longer.
Example HERE (one of my favourite maps =o) )

And also that Quake 3 engine strange thing used by people for mara, fps was somehow connected with something from code and value 90 made your jumps lower, so you were in the air shorter time and you jumped straight to humans face with mara, value 333 made your jumps higher and longer.
If you wanna see the sky fuck a duck and try to fly

Offline grmg.pl #6 on: January 10, 2013, 05:43:52 PM

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Quote
there was also thing that is same for UrbanTerror that when you knew how to jump sideway your jump was longer
Strafe jumping, present in all Quake games and probably in most games based on Q engine.

Offline Loki #7 on: January 10, 2013, 06:10:40 PM

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Maybe that could be second maras skill, like dretch can switch on and off wallwalk, but It would make mara littlebit overpowered, I'll try to prepare some wideo with 1.1 marajumps and tricks for you it is pretty funny and thats also the thing I loved mostly in trem.

hell no i didnt mean climbing walls like dretch, I meant walljumping just couldnt find fit word for it...

Offline Nemo #8 on: January 10, 2013, 06:22:07 PM

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I know, you didnt understand me. I suggested making of possible switch between normal mara jumping, and walljumping for nabs like it is in 1.2
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Offline grmg.pl #9 on: January 11, 2013, 10:36:52 AM

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Offline ViruS #10 on: January 11, 2013, 02:28:24 PM

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The "wallclimb" effect is actually a bug. With the new engine, it's unlikely we'll crossover with the bug again unless it uses the same source base, in which Trem2 would be infringing copyright since it's going to sell for money anyway...

What causes the wallclimb effect is that the velocity towards the wall is maintained and the air acceleration is so great so you end up sticking to a wall for a few seconds before managing to jump off. If you wallclimb a pole and get around the pole, you'll notice you'll jerk forward.
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Offline Loki #11 on: January 11, 2013, 02:47:19 PM

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The "wallclimb" effect is actually a bug. With the new engine, it's unlikely we'll crossover with the bug again unless it uses the same source base, in which Trem2 would be infringing copyright since it's going to sell for money anyway...

What causes the wallclimb effect is that the velocity towards the wall is maintained and the air acceleration is so great so you end up sticking to a wall for a few seconds before managing to jump off. If you wallclimb a pole and get around the pole, you'll notice you'll jerk forward.

Devs didn't say it's bug, at least I couldn't see it. Can you show us where it is written so? Thanks.

Offline One.Oblivion #12 on: January 11, 2013, 05:03:58 PM

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all of gpp is a bug

Offline Loki #13 on: January 11, 2013, 06:23:45 PM

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Offline Gunther #14 on: January 11, 2013, 10:16:44 PM

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When 1.2 came out I was curious about gameplay, and it was terrible, the thing that made my cry was that mara jump butchery. Nothing can replace old trem mara jumps. This wallclimbing was made just for people unable to handle their mara well, so please let mara to be like this old dynamic funny monster!
Yes, let's take away our second to last defense against jetcampers. Now all we have left is Dretches, which any noob can hit. Good idea.
Now you see me...now you don't...headshot