Ground Pound move

Do you use ground pound move ?

I can use it effectively
1
11%
I rarely use it, just for time trial, and other special situation
2
22%
It's annoying, useless, and I often use it by accident
6
67%
I don't use it, maybe with other setting...
0
No votes
 
Total votes : 9

Ground Pound move

Postby LuckyStrike-Rx » 20 Nov 2011, 15:59

This poll won't influence future gameplay. But i'm curious about people opinion on this.

Ground Pound is a new move in SVN version.
I found it hard to use effectively in any situation. The game is so fast that it's impossible to 'land' on a player with it, and it's more a punishment for crouching near a edge. It also act oddly with pushers.

It doesn't do that much damage. Maybe it would work better with a area of effect...

I usually prefer 'simple' gameplay with a few moves but many possibility. But I can live with this new one once I'll be used to it.

Please Play SVN to get your own opinion :)

Edit : Poll rearranged, You most likely find it annoying because it happen by accident
Last edited by LuckyStrike-Rx on 20 Nov 2011, 23:23, edited 6 times in total.
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Re: Ground Pound move

Postby TheLastProject » 20 Nov 2011, 16:02

It's pretty much a combination of 2 and 3 for me. If I use it, I always do so by accident, and it is highly aggravating for me. I hate this move more than I would ever expect to be able to hate a move =/
Voted 3 by the way.
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Re: Ground Pound move

Postby DroiD » 20 Nov 2011, 17:12

wtf is groundpound?
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Re: Ground Pound move

Postby TheLastProject » 20 Nov 2011, 17:14

DroiD {l Wrote}:wtf is groundpound?

Pressing C (crouch) while in the air. Only on the newest SVN version.
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Re: Ground Pound move

Postby inpersona64 » 20 Nov 2011, 18:56

TheLastProject {l Wrote}:
DroiD {l Wrote}:wtf is groundpound?

Pressing C (crouch) while in the air. Only on the newest SVN version.

Ohhh, I thought my powerslide was broke! lol ok. it was GroundPound that kept pulling me down so fast. Ok. Now it makes sense lol
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Re: Ground Pound move

Postby Goku » 20 Nov 2011, 23:29

I would like to see it combined with sliding kick. so you fall fast into a sliding kick, flames come off you and do area of effect damage. I think this would make the attack easier to aim and would add a new element to close range battle. It would be great if you can gain more damage (or increase area of effect) by falling from higher. It needs to be useful in close range combat but not over powered. If you release crouch before hitting the ground you could have the same fast fall without the slide.
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Re: Ground Pound move

Postby LuckyStrike-Rx » 20 Nov 2011, 23:42

Powerslide is no more crouch when land. now you have dash then crouch, or dash while crouched. Jump slide jump slide chain is dead :)
Everyone should try SVN before release, gameplay changed alot.

New weapon balance is perfect IMO.
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Re: Ground Pound move

Postby greaserpirate » 21 Nov 2011, 00:02

As it is it's pretty much useless because you have to be directly above another player, which never happens. I think the best way to improve this would be to give the attack some splash damage and have it always trigger when you hit the ground, not on the billion-to-one chance that you directly hit an enemy. You could give it some hitpush and stun too. (Maybe the effect could be something like this? http://li163-248.members.linode.com/gag/397002 :D )

I think the ability to drop is good however, and I don't miss the old way of impulsing. I haven't had much trouble adapting to it or used it by mistake too many times either.

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Re: Ground Pound move

Postby qreeves » 21 Nov 2011, 01:23

I've reinstated the old power slide mechanic and removed ground pound now in SVN, it was mostly a test that didn't really work to my satisfaction anyway.
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Re: Ground Pound move

Postby TheLastProject » 21 Nov 2011, 08:23

qreeves {l Wrote}:I've reinstated the old power slide mechanic and removed ground pound now in SVN, it was mostly a test that didn't really work to my satisfaction anyway.

That was quick, thanks for actually using the SVN to test stuff though (unlike certain companies like VALVe do with their TF2 Beta). Who knows, maybe the next idea will be perfect :P
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Re: Ground Pound move

Postby ZeroKnight » 21 Nov 2011, 18:51

I never got a chance to test the ground pound, but I was against the idea from the get-go. I just didn't feel like it would have flowed right with the rest of the impulse. I dunno, maybe that's just me. But then after hearing the feedback that it can be a hindrance, then I disliked it more. So, I'm happy with the outcome, really.

BTW, speaking of glitchy impulse: is it just me, or do you sometimes end up wall running back and forth when you're trying to save yourself from falling to your imminent doom with a walljump? It seems like nearly every single time I try that, despite looking at the wall dead on, my character decides it's a better idea to run left or right along the wall, instead of saving his ass. It could just be my fingers spasming in panic and accidentally hitting left/right while I hold forward, but I figured it was a good idea to at least query.
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Re: Ground Pound move

Postby qreeves » 21 Nov 2011, 23:56

ZeroKnight {l Wrote}:BTW, speaking of glitchy impulse: is it just me, or do you sometimes end up wall running back and forth when you're trying to save yourself from falling to your imminent doom with a walljump? It seems like nearly every single time I try that, despite looking at the wall dead on, my character decides it's a better idea to run left or right along the wall, instead of saving his ass. It could just be my fingers spasming in panic and accidentally hitting left/right while I hold forward, but I figured it was a good idea to at least query.

You could try lowering the value for the "impulsekick" variable, which controls the angle at which it decides between wall-run and wall-kick (default is 150, max is 180, this in in degrees). Think of the direction you're moving as having 90 degrees each side of it, the higher this number, the wider the angle for a wall-run.
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Re: Ground Pound move

Postby orbitaldecay » 22 Nov 2011, 00:20

qreeves {l Wrote}:I've reinstated the old power slide mechanic and removed ground pound now in SVN, it was mostly a test that didn't really work to my satisfaction anyway.


+1
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Re: Ground Pound move

Postby ZeroKnight » 22 Nov 2011, 20:11

Well I'm glad I asked! Thanks quin :) Your wisdom never fails me. I'll try playing with that var when I get a chance later on.
Oh, please forgive me if I'm being annoying/bothersome, (not my intent) but I just wanted to remind you about the Slider box for the Crosshair GUI, on the off chance you forgot. It would be a nice addition to feature in 1.2 :)

And god damn. I'm having Tremulous nightmares all over again. 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 1.2 @__@

(which STILL isn't out yet, btw, for those of you that may follow/used to follow (and has also been in development since about 2006))
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Re: Ground Pound move

Postby SpiritOfOnyx » 27 Nov 2011, 01:36

I jumped straight from 0.9 beta to 1.1 newest realease, so I never even knew it existed. Interesting though, I've more then once fallen directly on top of a bot-player and wished I could have kicked them from above. I've never done anything with the poewrslide, does it actually do anything?
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Re: Ground Pound move

Postby ZeroKnight » 28 Nov 2011, 18:36

Powerslide is very useful IMO for a multitude of reasons. For one, it does cause kick damage, albeit non-critical, and for two, if used creatively, it can be used to chain some unique and useful dodges, and even sliding under an opponent when they're trying to skull-kick you. I've done this to Wazubaba several times ;3

It can be even more useful when you figure out that you don't just have to time a landing to use it, but can also do it from a simple crouched position, and even still more useful if you figure out how to implement that into a bind ;D
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