Need more mobility.


(Eox) #21

[quote=“extravagentBypass;16893”][quote=“yakcyll;16816”][quote=“Nail;15414”]“it takes a lot of practice to even figure out where on a map it’s useful”
yes, this is correct [/quote]
It’s not just correct, it’s the key point.
Sliding belongs to games like Brink; DB is not the kind of a game where dodging should rely on you pressing a button and having your hitbox completely fucked up. As for faster movement, you already have sprint (notabene, an unlimited one, and as confined in direction as sliding would be), so there’s that.
[/quote]

So perhaps no sliding or rolling, I am fine with that, but we can’t even experiment with walljumping in it’s current state, is there an option to launch maps and just practice?

I would be totally ok if the devs actually poured some love into the current walljump mechanic, but in it’s current state, I just don’t understand it. It’s not nearly as technically complex as rocketjumping or bhopping, and it’s extremely situational, only useful in moving towards the battle field. In an actual firefight, I don’t see much potential.[/quote]

Actually, it may be much more useful than you think, and there’s may be more wall jumping spots that you think also. Don’t see walljump as only a way to go higher, see it also as a way to speed up yourself, ambush people and also as a combat manoever. Let’s take an exemple : trainyard, second objective. Do you remember the big building with a direct access to the secondary objective ? There’s a big corridor in it, following the lenght of the area, with a high enough roof. You can use it to effectively travel much faster than usual just by long jumping and then chaining wall jumps. And since you’ll go pretty high at the end, it’s not impossible for you to get behind someone and hit him in the back right after : it’s a good ambush way too. I also saw some Proxies using wall jumps to avoid bullets : wall jumps will work as long as there’s a wall near you, even if you don’t face it, so it may open some very interesting ways to escape or fight back.

This said, I’d gladly welcome more movement manoeuvers.


(Szakalot) #22

Its also not as easy at it sounds. The direction you look, the direction keys you press, and walljump timing all contribute to the result.