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Using knockbacks

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nalgol
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Re: Using knockbacks

Post#11 » Sun Feb 15, 2015 12:05 am

is this better now? i fixed alot of the wrong Z values

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Telen
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Re: Using knockbacks

Post#12 » Sun Feb 15, 2015 1:06 am

Whirling pin did require a target to stop people using it to avoid falldmg. Not an issue now but will be when falldmg is added.
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Halhammer
Posts: 300

Re: Using knockbacks

Post#13 » Sun Feb 15, 2015 3:22 pm

seems pretty random now... sometimes its workin normal, at other times i get send flyin way into the water in sc or directly into wc in the rvr lake...
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Morf
Posts: 1247

Re: Using knockbacks

Post#14 » Sun Feb 15, 2015 3:27 pm

nalgol wrote:is this better now? i fixed alot of the wrong Z values
Don't think so m8, few times last night i was punted by the event champs and ended up at the boat bo.
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drmordread
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Re: Using knockbacks

Post#15 » Sun Feb 15, 2015 5:45 pm

Whirling Pin is now a self KB like a WH/WE have. And yes that last SW / SH patch made the archers way too OP and easy mode
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TenTonHammer
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Re: Using knockbacks

Post#16 » Sun Feb 15, 2015 6:01 pm

Telen wrote:Whirling pin did require a target to stop people using it to avoid falldmg. Not an issue now but will be when falldmg is added.

Do we really need fall damage? Honestly it was an unfun feature imho
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Telen
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Re: Using knockbacks

Post#17 » Sun Feb 15, 2015 6:12 pm

TenTonHammer wrote: Do we really need fall damage? Honestly it was an unfun feature imho
Not sure if serious. It adds another layer to rvr. Some maps are built around levels and the danget of fall damage.
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Tesq
Posts: 5713

Re: Using knockbacks

Post#18 » Sun Feb 15, 2015 6:22 pm

the only see truly unfair is the absence of immunity and bw moral (it throw me always in nordland direction, bypassing terrain etc)
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porkstar
Posts: 721

Re: Using knockbacks

Post#19 » Sun Feb 15, 2015 6:54 pm

The SH self punt axis is working now. That's great! Thank you. It will still teleport me far sometimes but not as much. Other punts still seem to punt very far sometimes.
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Kaitanaroyr
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Re: Using knockbacks

Post#20 » Sun Feb 15, 2015 10:17 pm

TenTonHammer wrote:
Telen wrote:Whirling pin did require a target to stop people using it to avoid falldmg. Not an issue now but will be when falldmg is added.

Do we really need fall damage? Honestly it was an unfun feature imho
Hows it unfun i've laughed my ass off many a time watching destro fall to their deaths trying to slide down cliffs after me.
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