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And so does the "t3" system we implemented.

I've made some suggestions about deflect, if my ideas (check saber suggestion thread) are still too hard to do in the little time left, you could always make manual deflecting ONLY reflect shots. So when you slash at a shot you reflect it towards your crosshair for a bit of extra DP.

 

 

Also for when you get shot while slashing, your saber should return to ready mode before you can slash again. This gives a gunner the possibility to 'juggle' you infront of them without having to use the flamethrower, making guns more useful.

 

I would also like to advise making Saber Defense and Saber Attack more important.

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I think it's annoying enough to have to move to the block position before swinging again. :)

So you want the flamer to be a gunner's main weapon?

If you have any of your own ideas I'll be more than open to them. Maybe animation speed for slashes could be lowered after you deflect while slashing?

 

Edit: Maybe I misread your post/you misread mine:

This is about deflecting blaster bolts and gunners, not about the saber to saber combat, man.

 

And if it's any consolation.. I don't like the new parry/attack-return-to-ready-stance thing either.

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And if it's any consolation.. I don't like the new parry/attack-return-to-ready-stance thing either.

 

Well, I do. Those new parries are the only reason I don't entirely think jacks superspeed combos are overpowered. I also think it makes logical sense since it allows the defender to swing first if he wants, its not that big of a delay, and considering that prior to this new feature people could practically just swingspam until attackparried. It also adds depth to the system and will hopefully make noobs more easily stop thinking this system as all about swing spam.

 

As far as the deflect/reflect system is concerned, after looking at the code, I think its suppose to work as follows:

 

no reflect accuracy while running at any level of defense.

Defense level 1: 20% chance of accurate Reflect at the opponent

Defense level 2: 35% chance of accurate Reflect at the opponent

Defense level 3: 50% chance of accurate deflect wherever you aim

 

I'm not convinced that swinging helps accuracy at all after testing it. I'm also noticed that level 1 and 2 doesnt really reflect directly at the opponent very well and miss them by a bit alot. I tested this by creating the saberswing to reflect at a rate of 100% which definitely seemed to help make hits get closer alot more often at level 1 and 2, and almost always hit right at level 3 if aimed there.

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Well, I do. Those new parries are the only reason I don't entirely think jacks superspeed combos are overpowered. I also think it makes logical sense since it allows the defender to swing first if he wants, its not that big of a delay, and considering that prior to this new feature people could practically just swingspam until attackparried. It also adds depth to the system and will hopefully make noobs more easily stop thinking this system as all about swing spam.

I know the 'reasons' of why it was implemented and I personally think it's just an annoyance.

As far as the deflect/reflect system is concerned, after looking at the code, I think its suppose to work as follows:

 

no reflect accuracy while running at any level of defense.

Defense level 1: 20% chance of accurate Reflect at the opponent

Defense level 2: 35% chance of accurate Reflect at the opponent

Defense level 3: 50% chance of accurate deflect wherever you aim

Yep that's it, but it doesn't work nor is it nice to use or intuitive.

 

I'm not convinced that swinging helps accuracy at all after testing it. I'm also noticed that level 1 and 2 doesnt really reflect directly at the opponent very well and miss them by a bit alot. I tested this by creating the saberswing to reflect at a rate of 100% which definitely seemed to help make hits get closer alot more often at level 1 and 2, and almost always hit right at level 3 if aimed there.

Swinging doesn't help accuracy but Razor and I talked about making manual deflect be done by swinging because the current tap method doesn't work.

 

When OJP gets new features I'm usually the last one to know about them, but deflecting is something I hold very dear and manual deflect was an idea of mine. I haven't heard of any other mod trying something like it and I think if we can do it properly we can really make it fun to use.

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Manual defections work, they're just REALLY hard to do.

 

Yeah they shouldn't be that hard. The strange thing is that the last time I looked at the code, you had to just swing to do it and and not tap a startfake. At least that was my understanding based on that "saberInAttack" function and my own changes to it more recently. I could be wrong though, I don't have the code in front of me at the moment. When I tested it originally, swinging didnt seem to help until I added a 100 percent probability to it. :p

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