yes yes
Scarcely Lethal Noob
This suggestion is aimed at improving and/or simplifying gameplay for runners on current deathrun maps
sv_airaccelerate is a mechanic which allows players to turn midair, although with the current number "10" that turning is sloppy and requires high precision
For this suggestion, I made 2 videos showing the difference and ease of 2 different sv_airaccelerate settings on a map created to showcase it better for the audience
this is sv_airaccelerate 10 (Most of the jumps were nailed thanks to prior surfing experience, which others tend to not have)
you can see, it is harder to get the jumps, and you need to have a very specific angle, whereas the surf, with start to finish being on the exact same height, is impossible.
This is sv_airaccelerate 150
The jumps were a lot easier to get right with whatever angles I attempted them, and the surfing part became doable!
"But how does this affect deathrun gameplay?" - our current deathrun map pool has no shortage of jumps where people could use the extra boost for jumps that require higher precision, making it easier for newer players to complete some traps and minigames which have those elements + surfing elements.
This also allows for better baits when runners are playing against hale, on maps like ytmnd you could bait the jump traps better with the boosted sv_airaccelerate
IN CONCLUSION
This mechanic has pros, like better mid-air flight controls, which allow
- players without parkour/surf to complete minigames easier
- better trap baiting when playing as runners against activator/hale
- allowing for harder AND more creative minigames in the future (maybe even traps)
The only con that I can think of at this moment is it being harder for hale, since the baits will be a bit trickier for hale to not fall for.
And for those wondering, THIS DOES NOT ENABLE BUNNY-HOPPING!!!
sv_airaccelerate is a mechanic which allows players to turn midair, although with the current number "10" that turning is sloppy and requires high precision
For this suggestion, I made 2 videos showing the difference and ease of 2 different sv_airaccelerate settings on a map created to showcase it better for the audience
this is sv_airaccelerate 10 (Most of the jumps were nailed thanks to prior surfing experience, which others tend to not have)
you can see, it is harder to get the jumps, and you need to have a very specific angle, whereas the surf, with start to finish being on the exact same height, is impossible.
This is sv_airaccelerate 150
The jumps were a lot easier to get right with whatever angles I attempted them, and the surfing part became doable!
"But how does this affect deathrun gameplay?" - our current deathrun map pool has no shortage of jumps where people could use the extra boost for jumps that require higher precision, making it easier for newer players to complete some traps and minigames which have those elements + surfing elements.
This also allows for better baits when runners are playing against hale, on maps like ytmnd you could bait the jump traps better with the boosted sv_airaccelerate
IN CONCLUSION
This mechanic has pros, like better mid-air flight controls, which allow
- players without parkour/surf to complete minigames easier
- better trap baiting when playing as runners against activator/hale
- allowing for harder AND more creative minigames in the future (maybe even traps)
The only con that I can think of at this moment is it being harder for hale, since the baits will be a bit trickier for hale to not fall for.
And for those wondering, THIS DOES NOT ENABLE BUNNY-HOPPING!!!