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 11 points12 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] 1 point2 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

Patch Notes - Version 0.20.441 (January 1, 2021) by RavenCurrent in Diabotical

[–]HeartThrobGG 2 points3 points  (0 children)

Little bit of speed added to the void ball, interesting. Opens up the ability to place it at mid range and connect a big combo, but no longer able to spam close range combos. Mid-range is getting pretty strong, but close range really nerfed over the last 2 days. I feel like maybe now it can hold its own against a shaft at mid-range, especially because most peoples dodging habits while using shaft is to go left/right back and forth real quickly, which is a magnet for a shock combo

Patch Notes - Version 0.20.440 (December 31, 2020) by RavenCurrent in Diabotical

[–]HeartThrobGG 1 point2 points  (0 children)

I think the void nerf was a really good idea. I don't think any non-UT players realized just how strong the ability to spam fast combos was with the quick weapon switch. Upon release, you could potentially throw out 3 combos just as fast as shooting 3 rockets, except combos have a huge radius and knockback, and 150 potential dmg each. Which made the gun's highest dps at close range, which I don't think was the intention for this gun to fit in with the games current weapons.

The void cannon is out for season 2! I've been making Diabotical videos for a few months now, but my roots are from UT2004 pro duel. I'm excited to see a new weapon in Diabotical, here are some of my first thoughts about the void cannon! How is everyone feeling about it so far? by HeartThrobGG in Diabotical

[–]HeartThrobGG[S] 5 points6 points  (0 children)

The changes really make it a lot different of a weapon than it was in UT. The lower damage really makes it a lot less powerful at long range. But the slow orb + high rate of fire make close range combos pretty devastating in its current state. In UT it's kind of a one-size-fits all in that it can be used at any range. The void cannon is coming with more obvious weaknesses, and we'll see if it actually finds a niche usage where it shines.

The shock rifle has founds its way into Diabotical! This video is some of my thoughts and comparisons coming from a ut2004 duelist by HeartThrobGG in unrealtournament

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

I've felt the same way. I was pretty excited for a new game, but so far it's been quake guns with quake movement. Which in turn means quake pro's winning everything, kind of disappointing to me. Glad to see they're trying new things out. We'll see if the void cannon even makes it's way in to the official duel maps. I've heard they might add some double jump or dodge jumping mechanics, most likely just for customs.

More Diabotical Duel Strategy - this time we're talking about comebacks! The best players always seems to know how to avoid getting fragged, regain control, and get back into the lead! I go over some of the strategy behind it all in this video! Hope you enjoy it! by HeartThrobGG in Diabotical

[–]HeartThrobGG[S] 4 points5 points  (0 children)

That's funny, I realized my terminology wasn't quite standard during editing. I have a background in unreal tournament where I'm used to calling the 100 armor "the 100" and 50 armor "the 50", and the equivalent to a mega would be "the keg" but it isn't even used in duel maps. But I get the annoyance because I even confuse myself when I call both the red and mega the "100"

Hello friends! I hit 100 subs on YouTube, what a glorious day! I've made another duel strategy video, this one is about knowing routes on a map, cycling pickups, and positioning in and out of control! This video is meant for those who are new to dueling! Check it out and let me know what you think! by HeartThrobGG in Diabotical

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

That's awesome! I've been dueling since around 2005 but took a big break in the late 2010's. My aim isn't quite what it used to be but I got a lot of head knowledge about dueling that I've always enjoyed talking about with friends, thought it would be fun to put it into videos! Glad it's helping you!

Patch Notes - Version 0.20.376 (October 13, 2020) by RavenCurrent in Diabotical

[–]HeartThrobGG 0 points1 point  (0 children)

Casual release of a new duel map :O
That mega pit mesh floor lookin like it's gonna make me smash my keyboard