I basically meant using exploits/bugs to do so.Gurt wrote:inflict too much damage in short time anymore.
Jumping to cancel a roll is valid and it's valid to punch as you jump. While in the air you can't dodge bullets and depending on where you land you might enter the full kneel. So it has its drawbacks. By design!- The ability to instantly slam an opponent after you dive at them and cancel your roll.
What do you mean? I can't understand this one. Is this a bug with the cooldown system in some way?- The ability to stunlock an opponent because going off an object/platform removes slam/kick cooldown.
You could bring this up as a topic here on the forum. I don't think it has been mentioned in this new forum yet. Maybe someone has an idea how to prevent walldiving from being abused. We still don't know how to solve this. Each time Hjarpe and I discuss this we can't agree on one final solution to this problem without negatively affecting other aspects of the game. Walldiving is just a name on a series of combinations of moves and situations you exploit so it's hard to define up some rules to solve this without "nerfing melee" again. As we don't see this being exploited when WE play the game we assume this isn't as effective as people claim it to be or we just never see it being abused so we kinda prioritize this very low - especially since there's no topic about it.- The ability to combo walldiving and slamming so fast the opponent can't react until you deplete your stamina.
You could bring this up as a topic here on the forum explaining why you think it's a problem and any potential ideas how to solve whatever problem there is. Today this is by design to avoid people drawing their weapons mid-melee shooting someone between punches with a bazooka.- I don't see why equipping a weapon takes a second or two but sheathing any weapon away and switching to fists is instant.
As long as you're holding your fist/weapon out in front of you and your opponent dives into your fist/weapon the diving player will fall. By design! It's deadly to dive into someone ready to punch you in the face.- Diving fighter's hitbox being so large stopping dives doesn't require your punch to connect with the opponent's sprite.
The tutorial in the future will change once we get proper bots. Now it's a very basic fundamental (and kinda boring) tutorial to get into the controls a bit faster. But we will still only learn the basics like how you run, jump, punch, shoot and climb. It's up to the user to figure out the best mix of the moves and combinations in each situation they encounter in the game.




