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Epic is ******* up UT again. Atleast it's free this time.

#11AlleRacingPosted 7/25/2014 10:19:24 AM
Having watched more of the video, the wall dodge actually looks like a good replacement for double jump.
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#12jake-sfPosted 7/25/2014 10:24:49 AM(edited)
AlleRacing posted...
Having watched more of the video, the wall dodge actually looks like a good replacement for double jump.


What they say about it? Its over an hour, I don't have that time to spend on one video.

Wall dodge was part of UT2004, and heck, we had wall jump -> air dodge jump for great distances.
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#13KillerTrufflePosted 7/25/2014 10:31:13 AM
I haven't watched anything about it yet. Are they keeping the impact hammer? That was one of the coolest underrated weapons. It gave you the equivalent of rocket jumps, was great for melee-range gibs, and could even deflect projectiles back at whoever fired them.
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#14neroAngeloPosted 7/25/2014 10:40:54 AM
UT99 was the best UT. Color me happy.
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#15ElDudorinoPosted 7/25/2014 11:11:37 AM
This is the first I've heard about similarity to the original UT being a bad thing.

And Morpheus never felt like corridor shooting to me...
#16darthUAPosted 7/25/2014 12:01:59 PM
UT99 grounded combat > UT2K4 Floaty hit scan combat.

Yes they are keeping the Impact hammer and there will be hammer jumps.

Double jump was removed mostly because it is too floaty. Plus players when they jumped, used the double jump most of the time anyway. So they took out double jump and just made the regular jump a little bit higher. Double jumping also makes the game more hit scan dependent to get kills (sniper, shock primary) and hindering use of Rockets or Flak. Keeping it more grounded makes having to be good at all weapons essential, not just having good aim with sniper. And If you think it makes it easier to hit people with no double jump, come meet me in a UT99 server. You can dodge about anything in that game with no double jumping, as long as you master the movements.
#17KillerTrufflePosted 7/25/2014 12:06:58 PM
In UT, dodge and double jump are two very separate moves - they're leaving dodge in, right? (i.e. the double-tap a movement key to dodge that direction)
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"How do I get rid of a Trojan Horse?" -Sailor_Kakashi
"Leave it outside the gates of Troy overnight." -Davel23
#18darthUAPosted 7/25/2014 12:13:04 PM
yes dodge is staying in. Almost all moves are staying in except for double jump.
#19jake-sfPosted 7/25/2014 12:21:00 PM
darthUA posted...
UT99 grounded combat > UT2K4 Floaty hit scan combat.

Yes they are keeping the Impact hammer and there will be hammer jumps.

Double jump was removed mostly because it is too floaty. Plus players when they jumped, used the double jump most of the time anyway. So they took out double jump and just made the regular jump a little bit higher. Double jumping also makes the game more hit scan dependent to get kills (sniper, shock primary) and hindering use of Rockets or Flak. Keeping it more grounded makes having to be good at all weapons essential, not just having good aim with sniper. And If you think it makes it easier to hit people with no double jump, come meet me in a UT99 server. You can dodge about anything in that game with no double jumping, as long as you master the movements.


And UT99 wasn't about snipers or anything <-<

The sniper in that game is so hideously strong.

Using double jump all the time in combat was stupid. The double jump made you excessively vulnerable (particularily to non-hitscan weapon) if used without care, but you could reactively use it when needed to avoid stuff. Same with double dodge jumps, great mechanic for movement and navigating around the level, but very predictable.

And don't speak like the sniper wasn't hideously overpowered in the original, nevermind the broken headshot hitbox that was so easy to score one.

I say keep nerfing the hitscan weapon, don't nerf the movement which makes more crazy situations possible.
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#20thasnipermasterPosted 7/25/2014 12:24:21 PM
double jumps are complicated? lul wut?
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