teh new 1337 boost-trick u just GOTTA use.
Moderators: Jay2k1, DavidM, The_One
well, if it is true that as firecell says this move is defendable, then there is no reason to change anything, and as stu says there is already a risk in doing it, with very bad positioning if you fail.
So, I really don't see what is wrong with the move, it seems like a more risky move which has better results (than normal shot) if pulled off, and bad results if it fails. This is how it should be.
An example of a move which should be nerfed is one which is less risky - e.g. you're not in a crap position if you fail - and a better payout - e.g. more chance of a goal.
As far as i can see, this boost/hovertrick is not such a move, and should not be moved.
However, I think spinning if you try to jump would be disorienting and make the defender even more powerful than they already are (cirian for example).
But if you do try to implement such a nerf, then perhaps being hit by an enemy could drain your boots by two or three jumps. So you have only one or two jumps left. The window of opportunity for a hover move decreases drastically, but you keep some control over where you are going to land.
Oops, wrote an essay, sry :p
So, I really don't see what is wrong with the move, it seems like a more risky move which has better results (than normal shot) if pulled off, and bad results if it fails. This is how it should be.
An example of a move which should be nerfed is one which is less risky - e.g. you're not in a crap position if you fail - and a better payout - e.g. more chance of a goal.
As far as i can see, this boost/hovertrick is not such a move, and should not be moved.
However, I think spinning if you try to jump would be disorienting and make the defender even more powerful than they already are (cirian for example).
But if you do try to implement such a nerf, then perhaps being hit by an enemy could drain your boots by two or three jumps. So you have only one or two jumps left. The window of opportunity for a hover move decreases drastically, but you keep some control over where you are going to land.
Oops, wrote an essay, sry :p
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Yeah that's a probably better and easier change to implement.
Reduce number of jumps to 2 if hit by an enemy.
Remains at 4 if hit by teammate.
Problem solved. No major play changes required.
Changing volley power for different scenarios really does lead to a major gameplay change, which potentially reduces many skills.
Reduce number of jumps to 2 if hit by an enemy.
Remains at 4 if hit by teammate.
Problem solved. No major play changes required.
Changing volley power for different scenarios really does lead to a major gameplay change, which potentially reduces many skills.
- XiLLeRaToR
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i'm a keep, and i play in baller matches all the time, this isn't an issue i'm currently concerned about.
imo, its harder when someone gets boosted up and catches it.
also, davidm, you said "the keeper startpoint could be used to check how high it is" not sure what that means, but warning, keepers aren't always on the ground (especially me)
imo, its harder when someone gets boosted up and catches it.
also, davidm, you said "the keeper startpoint could be used to check how high it is" not sure what that means, but warning, keepers aren't always on the ground (especially me)