Why not give Marines a dodge button?
godrifle
Join Date: 2006-12-01 Member: 58815Members
So currently Marines have been buffed with their ability to jump around more. The reason is probably to add more skill to the game, with the trade-off of realism.
If you added the ability to dodge, it would look cooler, make more sense, and still be gameplay wise the same as jumping.
Example of dodging:
If you added the ability to dodge, it would look cooler, make more sense, and still be gameplay wise the same as jumping.
Example of dodging:
Comments
What is the function of similar actions like "dodge"? It does a pre-determined, canned action in context of an impulse from the environment (like, dodging an attack), while playing a cool animation and making you feel like in a movie. "Modern" games like Alan Wake also slow the time in such moment to make it "stand out", which is real travesty.
The problem is that in games like NS2, you are not fighting predictable, slow foes that attack in patterns. How will you program the "dodge" when you are attacked by three skulks not to dodge into another attack? Note that console games make your char invulnerable while doing a canned action like "dodge", "fatality", "grab attack", etc.
In a fast game like NS2, you need to have complete control over your character at all times. If you want to dodge, dodge using the basic tools you have - back a few steps, strafe, jump, or step behind a crate. In every case, it's YOU doing it, and you are not losing control of your ingame char even for a second to some canned "dodge" animation that would often send you off a cliff, or under the hooves of a sprinting onos.
They have one. As long as you happen to be holding a shotgun, you just point at the skulk you want dead and press the magic button.
What if NS2 had this same system, but the normal jumping aircontrol was removed. It would take a bit longer for marines to initiate a dodging move and it's a bit easier to predict movement as a skulk because dodge jumps have a set distance.