Koruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow Posts: 1,702 Fully active user
edited March 2012 in NS2 General Discussion
Im confusedIm not sure anymore what the meaning of aircontrol exactly is, but fact is, im not happy with the current implementation... (or at least how it behaves on the skulk)
But thats only me...
the green arrow is the skulk showing in which direction he is looking, first orang circle is jump start, second is jump end, red is the jump path.
a, b, c - is how a skulk can jump currently.
You can change the direction and point of landing at anytime, depending on where you look in midair.
d, e, f - is how i think it would be better.
Its only really important where you look at starting a jump - rotating in mid-air would only slightly change the path - if at all.
d, e, f would make walljumping a lot easier and also allow you to rotate and track enemys while in the air. (currently you have to look at the wall until you land to not change direction in midair accidentaly)
e.g. picture d, you want to wall jump - now you can start your jump and already start to turn your body in midair without changing the jump path... so you land in the perfect position to make the followup jump or whatever...