<!--quoteo(post=2063216:date=Jan 19 2013, 09:20 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jan 19 2013, 09:20 AM) <a href="index.php?act=findpost&pid=2063216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dancing around skulks while still landing shots is beautiful to watch and incredibly fun to do. lolholdSkey dilutes the game, decreases player engagement, and very much lacks finesse.<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess you have a point. Perhaps we should implement this in Quake 3, because it will increase the amount of skill needed to play that game. Because hey, World of Warcraft uses the same mechanic. It's a good game that millions play.
Heck, it doesn't always have to be the S key. We can try limiting one of the other 4 directions instead, like W. Man, that would be intense, you'd have to strafe forwards at an angle, and think about proper positioning so that you can see skulks coming. Or restrict A, that way you'd have to use right strafe in conjunction with forwards and backwards to make up for the fact that you can't strafe left. Skillz.
<!--quoteo(post=2063591:date=Jan 20 2013, 06:30 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Jan 20 2013, 06:30 PM) <a href="index.php?act=findpost&pid=2063591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess you have a point. Perhaps we should implement this in Quake 3, because it will increase the amount of skill needed to play that game. Because hey, World of Warcraft uses the same mechanic. It's a good game that millions play.
Heck, it doesn't always have to be the S key. We can try limiting one of the other 4 directions instead, like W. Man, that would be intense, you'd have to strafe forwards at an angle, and think about proper positioning so that you can see skulks coming. Or restrict A, that way you'd have to use right strafe in conjunction with forwards and backwards to make up for the fact that you can't strafe left. Skillz.<!--QuoteEnd--></div><!--QuoteEEnd--> Your sarcasm would be more appreciated if you actually went on to make any sense whatsoever. rofl, quake isn't a ranged vs melee last time i checked.
I used wow as an example because it <b>should</b> have been simple and basic enough to convey why slower backwards movement speed works. You know, instead of spending alot of time explaining things which should quite frankly be self evident to anyone who purports to play NS2, or any other game with ranged vs melee for that matter.
Why backwards and not any other direction? Because it just happens to be the opposite side of where you are able to apply damage. The concept is simple and pervasive across genres - make a tradeoff decision between doing damage and mobility to create stimulating player engagement and emergent behaviour.
Comments
I guess you have a point. Perhaps we should implement this in Quake 3, because it will increase the amount of skill needed to play that game. Because hey, World of Warcraft uses the same mechanic. It's a good game that millions play.
Heck, it doesn't always have to be the S key. We can try limiting one of the other 4 directions instead, like W. Man, that would be intense, you'd have to strafe forwards at an angle, and think about proper positioning so that you can see skulks coming. Or restrict A, that way you'd have to use right strafe in conjunction with forwards and backwards to make up for the fact that you can't strafe left. Skillz.
Heck, it doesn't always have to be the S key. We can try limiting one of the other 4 directions instead, like W. Man, that would be intense, you'd have to strafe forwards at an angle, and think about proper positioning so that you can see skulks coming. Or restrict A, that way you'd have to use right strafe in conjunction with forwards and backwards to make up for the fact that you can't strafe left. Skillz.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your sarcasm would be more appreciated if you actually went on to make any sense whatsoever. rofl, quake isn't a ranged vs melee last time i checked.
I used wow as an example because it <b>should</b> have been simple and basic enough to convey why slower backwards movement speed works. You know, instead of spending alot of time explaining things which should quite frankly be self evident to anyone who purports to play NS2, or any other game with ranged vs melee for that matter.
Why backwards and not any other direction? Because it just happens to be the opposite side of where you are able to apply damage. The concept is simple and pervasive across genres - make a tradeoff decision between doing damage and mobility to create stimulating player engagement and emergent behaviour.