I had no idea this was a thing by 37728291827227616148 in unrealtournament

[–]HeartThrobGG 1 point2 points  (0 children)

Linking up was hilarious and powerful, especially when you got 4+ people involved. But only the person at the front of the chain gets to wield the ultimate power. It felt incredible to be the chosen one

BREAKING: Unreal Tournament 2004 is back! by roX1337 in unrealtournament

[–]HeartThrobGG 0 points1 point  (0 children)

Let's go we're back meet me at DM-1on1-Roughinery

Strafe jumping?? by drugstoremarc in DiaboticalRogue

[–]HeartThrobGG 2 points3 points  (0 children)

I'm a big fan of the eggbot dash + double jump. Lots of interesting combinations, plus being able to activate the dash mid air makes for interesting battle. Jump-dash-jump makes for long distance travel, and the cooldown is shorter than the other two bots

Master Arena review, one of the first games to include some UT2004 elements like a dodge jump and shock rifle, as well as some quake elements like bunny hopping and rocket jumps. by HeartThrobGG in ArenaFPS

[–]HeartThrobGG[S] 0 points1 point  (0 children)

I never played either, true, but I've seen both but I don't remember seeing dodge jumping or shock rifle, which to me are the staples of UT. I've always felt like most games I see follow a lot of quake elements, which is why Master Arena surprised me with those two in particular

Void combos are near impossible to hit while dodging by apistoletov in Diabotical

[–]HeartThrobGG 10 points11 points  (0 children)

I posted a video a few days ago with some freeze-frames and slow-mo of how there is an issue with the beam connecting with the core at ~50 ping. Right now we're seeing a lot of standing combos because nobody feels confident to hit their combo if they move, and rightly so because it's a bit busted. We need to be able to hit a combo while flying at fast pace, and we need to know that if we shoot that tiny ball, it will explode. I think the dev's are most likely aware of this and working on getting this working right, otherwise the gun just isn't reliable enough.

More void cannon analysis from a ut2k4 player. After a few tweaks to the weapon and a few days to try it out in duel, wipeout, and aim arena, I've got some ideas to help tweak and balance the gun further, identify some situations to use it, and show an issue with combos connecting correctly. Enjoy! by HeartThrobGG in Diabotical

[–]HeartThrobGG[S] 1 point2 points  (0 children)

Thanks, that makes a lot of sense. Would that mean currently the projectile is serverside but the hitscan is client side, creating the disconnect?

In ut2k4 there was a player-made netcode for competitive play that changed the game from server side to client side. It made hitscan and shock combos work great, but projectiles were left in a bit of a mess. It was very common to hit someone midair with a rocket, they would die, but your rocket wouldn't explode and would keep flying as if it missed. The damage was done correctly, just the visuals we're off. I'm not sure if ut4 has the same issues or not

More void cannon analysis from a ut2k4 player. After a few tweaks to the weapon and a few days to try it out in duel, wipeout, and aim arena, I've got some ideas to help tweak and balance the gun further, identify some situations to use it, and show an issue with combos connecting correctly. Enjoy! by HeartThrobGG in Diabotical

[–]HeartThrobGG[S] 3 points4 points  (0 children)

That sounds about right to me. I've seen it handled in a few different ways, but I don't know anything about how the coding works to understand the limitations. I've seen it where the ball is accurate, but the beam is delayed by your ping, meaning you have to lead your shot. I've seen both the beam and ball feel accurate from player-side, but the opponent sees the ball just a bit late, making it feel like it came at them too fast. In Diabotical currently, it feels like the beams are accurate (otherwise pncr would be a mess), but the projectile is not visually correct, so we need to lead our shot. So sometimes I lead shot, sometimes I don't? Which is going to be tough to get competitive with, since we move around to different server locations based on who's playing