Shaken altfire?

Everything about Death Ball.

Moderators: Jay2k1, DavidM, The_One

User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

Lemme explain how I'd see the changes if a lock pass would shake.

When you are hit by someone on the field and you want to pass. Just don't pass immediately, wait 0.9 secs and pass before the guy can hit you again. Done.
Or pass before he is even going to hit you.

Other situation, i am defending a guy close to my pbox. In my back i see someone running into space. And right at the moment where he is in space and the pass could be played, I tackle him and, if he did pass now, it would get shaken. So he should have held me on a little distance.


Will probably try it in a beta and let people play with it for at least 1 week. After one day everybody will just moan moan moan, because its new and its a little harder. But the defender would love to abuse that, because its more fair now. Attackers will readjust that they will not be shaken. You just cannot run into the enemy anymore and just pass somewhere.
Last edited by DavidM on 19-04-2004 07:48, edited 1 time in total.
User avatar
Onge
Senior Member
Posts: 926
Joined: 17-04-2003 13:18

Post by Onge »

Hmmmmmmm...alt-pass shots definately should be shaken. As for alt-passes I quiet like what you're saying, but maybe 0.9 second delay is a little long? I know people like to 'ride the tackle' and then pass...To be honest, I think some beta testing is required on this...
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

as i said, i just wanna let it go for a week. i dont pay much attention to the default-moaning when something changes
beefsack
Posts: 921
Joined: 09-03-2003 22:57
Location: Canberra, Australia
Contact:

Post by beefsack »

maybe if for passes if it wasnt made to go fly off wildly to the side but it just is affected a little so the passee has to work a bit harder to get the ball...

(sorry if its been said i got tired of reading spam threads :p )
User avatar
f1end
Posts: 1111
Joined: 10-03-2003 10:51

Post by f1end »

Haven't been bothered to read ALL the posts...but what about...

If you are already locked on to some1 when u are hit...nothing happens...but if you don't have a lock when u are hit...u can't acheive a lock...or u can, but it will go slightly off...

???
User avatar
Chubbs
Senior Member
Posts: 257
Joined: 19-10-2003 17:21

Post by Chubbs »

like many people said before me, 0.9 secs is too long. If ure gonna go ahead with this idea then at least make the rmb shaketime a little shorter
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

we cannot have different shaketimes on both shots. and i dont see why 0.9s would be too long AND the shorter the shaketime gets, the more lucky/unfair it becomes for the defender
User avatar
Chubbs
Senior Member
Posts: 257
Joined: 19-10-2003 17:21

Post by Chubbs »

its already unfair for the defender? O_o
if you put even the slightest of rmb shaketimes in, it would be fairer for the def
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

no, because the defender has nothing for orientation, he has no clue when you are going to play a pass. there is not altfire powerup sound....
he can just guess when you play the pass, by looking at other enemy players getting open. am i wrong?
Nero
Member
Posts: 50
Joined: 19-03-2003 14:54
Contact:

Post by Nero »

Hmm but that's the fun of defending in my opinion :)
you have to guess when the oponent will pass and if you guess right you are the king ^^
And as I said before: 0.9 secs shaketime would make the teamplay too slow because you have to wait and you give the attackers too much time to come back to def. A shorter shaketime would sound good though.
Sqleaf
Senior Member
Posts: 171
Joined: 14-07-2003 00:23

Post by Sqleaf »

I like the "shake if not locked, no shake if locked" idea. Just one question though.

If you plan to play an un-locked pass (for shot or whatever) and are hit you start to shake. If you then turn to a teamate during the 0.9 effect time would you then lock a pass and be able to play a normal pass?
I would say that this would be the better idea.

The whole idea isn't a BAD idea, but it does need some thought and some beta testing feedback.
nameless
Senior Member
Posts: 204
Joined: 23-03-2003 19:44
Contact:

Post by nameless »

I like David s idea, tho priior s sounds pretty good. Defense/keep is much too hard at the moment, look at the PUs, attackers (so called midfielders -_-) are there within seconds, but keepers and defenders are hard to get. And i guess it s not cos defending is too easy hm? shaking altfire will balance offense/defense a bit imho.
priior
Senior Member
Posts: 644
Joined: 01-11-2003 06:16

Post by priior »

the only issue i see with shakin a locked pass (from a defender's point of view):

right now, the attackers get close to the pbox and bait a hit so they can start charging.

if i'm checking the radar for the potential pass and hit then to prevent that pass, the attacker will charge a lmb shot and probably score.

this makes using that tactic much too difficult for the defender.. imo still better to stand inthe way of the rmb pass and close enough to hit when the charge starts.

but worth a beta testing.

edit:
NB: the shake non locked pass is goffus' idea not mine.. i just promoted it :)
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

but priior, shaking altfire has no incluence on that, its the same right now
priior
Senior Member
Posts: 644
Joined: 01-11-2003 06:16

Post by priior »

i'm wondering if it will ever be an issue for defrending... that's why worth the testing.

if it doesnt make it easier for the sweeper, and it doesnt make more difficult for the attacker, then what is the point?

that's why it would be worth testing! i'm curious as well.
Locked