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Sooo about those Knockback changes


Troo

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I believe there was mention of a new knockback formula. Did that get implemented?

 

Also secretly hoping that new formula can calculate some type of damage based on knockback distance.

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15 minutes ago, Xenosone said:

I just wanna six slot kb powers and send fools flying. Is that in the works?

 

soontm and for a limited time only.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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That whole "params" section is new to me and I assume part of the changes. The ability to adjust knock vector is not present in the live code IIRC.

 

It also looks like that params code can specify a starting point and ending point for the vector. Wonder if that can finally allow "yank" style powers.

Edited by oedipus_tex
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3 hours ago, oedipus_tex said:

That whole "params" section is new to me and I assume part of the changes. The ability to adjust knock vector is not present in the live code IIRC.

 

It also looks like that params code can specify a starting point and ending point for the vector. Wonder if that can finally allow "yank" style powers.

 

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1 hour ago, Bopper said:

 

 

 

Thanks for the reference. I'm always impressed by the skill of this team. I knew there was some chatter about knock changes, but didn't know you all were so far along.

 

Of the new features, high magnitude knockdown is one of the most exciting to me. 

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5 hours ago, oedipus_tex said:

Of the new features, high magnitude knockdown is one of the most exciting to me.

 

I'm imagining Lift being redone with high mag KD instead of KU, and dribbling critters from one end of a map to the other.

 

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I don't know about the code, but I read that Meteor uses some kind of new Knockback vector code.  I assume this is related to that.  I can speak from experience that out of the box, it's downright comical.

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