[QUOTE=PixelTwitch;508577]Due to highly predictable movement with the dodge jump as well as lots of AoE damage UT does not run into the same kind of issues really. Also, UT is a game where you fight mostly at varying ranges for even more varying time-scales (talking about duel). It’s not often in UT that you will go 1vs1 in the open and battle it out using nothing but dodge jumps and tracking aim.
EDIT: I also want to point out this very deep combat/skill depth in games like UT is the reason for the high barrier to entry and I do not recommend any game goes quite as far as a DM shooter if they intend for mass market appeal.[/QUOTE]
You’re correct on AoE damage negating dodge, if you couldnt track with mini or pulse secondary, spam was the appropriate answer
However that didnt prevent players from using dodge as a means to force opponents to track/aim properly, which is essentially what RLRL is about.
A good example of that is the moving combo. Normal shock combos were done either standing still for the duration of the combo, or running in a straight line which resulted in sniper becoming a natural counter. As a way to negate snipers, players started dancing and dodging before they popped the shock ball, upping the aim requirement. The movement itself obviously didnt take an extraordinary amount of skill, and yet no one at that time deemed that tactic to be cheap… because it wasnt.
Btw heres a cool vid of the guys I used to play with…50 billion years ago