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You can have enough skill gap

Posted: Sun Mar 01, 2015 4:05 am UTC
by lamefun

Without:

  1. Floor headbites by cat / medium dog sized aliens. Even marauder would have to jump.
  2. Strafe-crack-hack-jumping.
  3. Denying the weaker team the weapons.

Re: You can have enough skill gap

Posted: Sun Mar 01, 2015 6:45 pm UTC
by lamefun

Red Eclipse does this quite well in my opinion. You can choose yourself any weapons and you don't need to hunt for pick-ups to get ammo or heal (so no matter you skill you can't deny the enemy healing or ammunition), but it still has quite a skill gap:

  • Weapons are quite weak, so you have to aim do any real damage (already so in Unvanquished). The only strong attacks are either short ranged (sword, shotgun) or require you to stop to zoom, so you can't do them while dodging (rifle).

  • Grenades behave like true grenades, the player speed is added to the throw speed, so you have to compensate for your movement or stop. This can be used in Lucifer cannon and Pulse Rifle.

  • Extreme locational damage (headshots do 2x damage). Unvanquished already has this, but, 1, floor headbites don't add too much skill, you need little more than to know that it's possible to use them, and it's only about aiming very high up really, 2, it's way too easy to hit the head. Headshots should be relatively rare and require good aim to pull off, and even then they shouldn't be the main mode of operation for aliens, as they are now.

  • All weapons have slow bullets, so you have to lead all your shots (I think Pulse Rifle is enough).

  • The faster you run the higher the spread. I don't know if this would be useful in Unvanquished though.

Ideas from EDGE Tremulous 1.2 mod:

  • Lightning Gun has some locational damage, you have to aim at the alien's center of mass to do the most damage.

  • Flamer secondary that is much like Lucifer cannon, but with fireballs and weaker, and the fireballs are highly affected by gravity.