Can you tell us the logic specifically behind the nerf on pass shot power and no jumps after catching a ball? Don't say to prevent broomstick goals, because changing to normal speed after catching a ball already does that to the point where it will no longer be whored. The other two changes aren't necessary.
Why are you changing the core dynamics of the game (jumps after passing) to fix an easily fixable "bug"? It greatly slows down offensive rushes, removes a few valid offensive moves/tactics, and generally makes the game feel more sluggish. As people have said before, the core game of DB shouldn't change every version, only small pieces. This is a huge chunk that doesn't need fixing.
Last edited by Bodom on 06-06-2003 21:09, edited 1 time in total.
Midair meaning being boosted or jumping from the ground to receive a pass, or midair meaning JUST being boosted and receiving a pass? If it's after a boost only it's all good w/ meh.
My problem is losing your jumps after jumps from the ground. That kills many offensive tactics, such as jumping after catching a ball to maintain your lead on a defender (every offense player ever uses this). Also, it makes receiving a high pass much less rewarding because you can't hover to pass it back and make a decent play.
If you can do the coding make it only after boosts, otherwise you're killing valid tactics for no reason. If you can't do the coding, fix broomsticks a diff way.
No jumps = sidestep the defender then..sure, it hardly works, then use the wall, sure that hardly works SO PASS TO SOMEWHERE THE DEFENDER ISNT...eg - behind you
not hard, wen u play the standard tactic of a mid def with 2 attacks and a defender..
On the 1.7 versions it says the ball-carrier has 2 jumps, but in Beta#3 he still has 3...Which one are you looking to use DavidM? I'd rather it stays 3, so I can jump over a above a defender before I pass...