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Valve sorta-confirmed(?) parachute for soldier

Sere · 14 · 2750

Sere

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http://www.teamfortress.com/post.php?id=13542
Quote
The B.A.S.E. Jumper

Mobility is really important in TF2, both during and between engagements. When we saw that community members Sexy Robot and Square had created an amazing Soldier parachute, we started thinking about the options it might open up for that class. Being airborne provides strategic position benefits, but at the cost of maneuverability. Increased movement options against Pyros and Demomen are balanced by increased exposure when fighting Heavies and Snipers.

In playtesting the parachute, we all had a bunch of fun, and at the end of the day that's really what we're hoping for with all of our weapons.



Wait, this isn't a terrible idea at all. Okay, forget that last one.
Obviously we don't know how it works yet, but I think this would make some levels, particularly long vertical strafes, stupidly easy. Can we please ban it from speedruns if/when it comes out?
« Last Edit: June 12, 2014, 09:59:20 AM by Sere »
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Grandpa

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Shouldnt be too hard, caber is already banned from tempus, adding another would be ez.


RNC1839

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Shouldnt be too hard, caber is already banned from tempus, adding another would be ez.

Yep on a server level this will be easy to block but offline anyone could do anything, unless all mapmakers decide to do what raiin did to the caber in asdf. Also if someone is using it offline and submits it to top time or ROTW it'll be thrown out in a heartbeat.


scofield

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Shouldnt be too hard, caber is already banned from tempus, adding another would be ez.

Yep on a server level this will be easy to block but offline anyone could do anything, unless all mapmakers decide to do what raiin did to the caber in asdf. Also if someone is using it offline and submits it to top time or ROTW it'll be thrown out in a heartbeat.
why would they try, you can easily detect the parachute :3



Rob123

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Yea most likely we will try get it banned as soon as it gets pushed in an update. After that it will be a matter of actually playing with it, and seeing if it has a place in jumping or not.

Depending on whether you have to actually switch to it to have the slower fall, along with how it plays with regen will be interesting.
A new attribute for mod_air_control attribute was found in the update, so not sure if that means greater air-accel with it out, but certainly has a lot of potential to break jump/surf.


RNC1839

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A new attribute for mod_air_control attribute was found in the update, so not sure if that means greater air-accel with it out, but certainly has a lot of potential to break jump/surf.

Well if that's the case server's can just put a useless value for that. No need for any plugins.


Rob123

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Attribute as in weapon-attribute, most likely not a server var. So i'm expecting it to be like other weapon attributes and only accessible via plugins.

Since it's called control, i'm guessing its air-accel for left/right, not fall speeding. Not sure if falling-speed will be an attribute / controllable as well.




BQE

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oh noe guise jumping is ruined 5ever and the sky is falling


wat r we gonna do????


obsidiian

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BQE

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there's the possibility of mapping around it.  there's some cool tricks you can do with it, like quads and quints without needing a ledge (but it seems you need a bit more height than you'd otherwise need).  it's ability to strafe also seems to be unaffected by walls and ramps (at least on jump_jurf).


obsidiian

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It seems to try and constantly adjust your speed to stay between 400 and 460 hu/s