Yea, I tried so many times to reproduce it, but never got all the way to the wall again. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I did get through the door a couple of times tho.
Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
<!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 03:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As a fade, if you simply crouch and hold down the fire key while "blink" is selected, you can fly around the entire map <b><i>indefinitely</i></b>.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> (emphasis added)
Isn't this prima facie a <b>BIG FAT BUG</b>? I don't think "fying around indefinately" (at super speed to boot) was part of the intended Fade gameplay.
I'm not really a fan of the Fade That Hovars Without Flapping either, because they are just <i>too darn hard to hit</i> no matter what weapon you use and what upgrades or lack of upgrades they have.
just played the latest incarnation of Rocketcrowbar (all weapons now have 4 attacks o.O) and I couldn't help noticing the teleport gun (gauss) teleports you perfectly like the old fade blink attempted to do... but with no sticking to stuff or unexpected short-falls in distance! You point, shoot and you end up where you fired. Works really well so I'm starting to wonder why we've got the hovar version now if it's perfectly possible to make a stable teleport blink =o
I don't think a flying fade is hard to hit if you are at a good angle and it isn't just spinning in circles like a silly boy. In my opinion, just a gamer with no consti, teleporting would be the best bet if the fade could actually....move.
<!--QuoteBegin--Geminosity+Nov 20 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Nov 20 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just played the latest incarnation of Rocketcrowbar (all weapons now have 4 attacks o.O) and I couldn't help noticing the teleport gun (gauss) teleports you perfectly like the old fade blink attempted to do... but with no sticking to stuff or unexpected short-falls in distance! You point, shoot and you end up where you fired. Works really well so I'm starting to wonder why we've got the hovar version now if it's perfectly possible to make a stable teleport blink =o <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Im not familiar with rocketcrowbar, but have you tried teleporting to any complex architecture? those tend to be the causes of stuckness. Other than that, its perfectly possible to blink anywhere you want, as long as you do a crouch-jump before blinking
Comments
(emphasis added)
Isn't this prima facie a <b>BIG FAT BUG</b>? I don't think "fying around indefinately" (at super speed to boot) was part of the intended Fade gameplay.
I'm not really a fan of the Fade That Hovars Without Flapping either, because they are just <i>too darn hard to hit</i> no matter what weapon you use and what upgrades or lack of upgrades they have.
Im not familiar with rocketcrowbar, but have you tried teleporting to any complex architecture? those tend to be the causes of stuckness. Other than that, its perfectly possible to blink anywhere you want, as long as you do a crouch-jump before blinking
... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What he said.