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#1 | |
![]() Join Date: Dec 2009
Reputation: 481
Posts: 1,340
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l4ddev tweets about Jockey/Tank Bug: Want to leave it in?!
https://twitter.com/#!/l4ddev/status/181136553182101504
Quote:
I can't believe this. If this behavior wasn't intended, what was the original change for? They just decided that jockeyed targets should take 2x damage from SI punches all of a sudden? (or at least, you can either get 2x damage or kill the jockey instantly. Fun!) So, let me get this straight: Jockeys can be instantly-killed by any SI scratching them at a bad angle. But, if you get lucky, you can get double damage by scratching the jockeyed target. If there's a tank around, you can exploit this and instantly incap a player with little to no work. The original change made little to no sense at all, and they want to keep it in because the BUG associated with it "adds strategy"? This can't be the full story. How this could make sense to anyone is beyond me. |
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#2 |
![]() Join Date: Dec 2008
Reputation: 790
Posts: 3,527
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Maybe they can't fix SI ff to the jockey without sourcemod.. But you know this better than me, just trying to understand that also.
Effortless damage to survivors imho. On another note.. I have no idea who the hell is giving them feedback but this is almost a slap to the face to some players that are part of a segment from this community and were barely cherished by Valve. Last edited by Mambini: 03-17-2012 at 03:16 PM. |
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#3 | |
![]() Join Date: Dec 2009
Reputation: 481
Posts: 1,340
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Quote:
CTerrorPlayer::OnTakeDamage() -> if(this->m_iZombieClass == JOCKEY) && attacker->GetTeam() == TEAM_INFECTED && attacker->GetZombieClass() != TANK) return; But that's less elegant that finding the actual cause and fixing that case (which I imagine has to do with the damage angle vector). |
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#4 | |
![]() Join Date: Dec 2008
Reputation: 790
Posts: 3,527
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Quote:
Edit: I'm going to post two reactions from friends.. "Not sure if trolling or really stupid" "2nd map ladder block was also a buff"
Last edited by Mambini: 03-17-2012 at 03:23 PM. |
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#5 |
![]() Join Date: Apr 2011
Reputation: 4
Posts: 75
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Myself and a lot of my friends would really like to seem them fix this problem. If they want to make the jockey more dangerous give him a boost in control, speed, and maybe damage or something. That way he's scarier all the time and not just during tanks.
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#6 |
![]() Join Date: Jan 2011
Reputation: 703
Posts: 4,751
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This is just skilless.
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#7 | ||
![]() Join Date: Apr 2010
Reputation: 194
Posts: 698
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Quote:
Quote:
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#8 |
![]() Join Date: Dec 2008
Reputation: 790
Posts: 3,527
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#9 |
![]() Join Date: Jan 2009
Reputation: 233
Posts: 1,734
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This makes me lose the last spec of hope I was holding on to.
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#10 |
![]() Join Date: Jul 2010
Reputation: 4
Posts: 141
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I think that
"Not sure if trolling or really stupid" sums it up enough. Well played Valve, once again.. |
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#11 |
![]() Join Date: Dec 2008
Reputation: 790
Posts: 3,527
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Can a plugin for this be released ? please.. please ..
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#12 |
![]() Join Date: Apr 2010
Reputation: 194
Posts: 698
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#13 |
![]() Join Date: Apr 2010
Reputation: 43
Posts: 159
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Fix the initial bug and take the unintended second bug out. Don't want either.
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#14 | |
![]() Join Date: Dec 2008
Reputation: 790
Posts: 3,527
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Quote:
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#15 |
![]() Join Date: May 2009
Reputation: 26
Posts: 262
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omfg. first, we all were against this and just because valve says they now like it, everyone else say they starting to like it. lol. atleast many enough so support valve's terrible idea.
I guess if valve wants something to stay, they make it stay. this is just great. it was good fighting but we lost. we lost. Last edited by visual: 03-17-2012 at 05:31 PM. |
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