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To expand on this, a settings option for customizing input queue windows would be really nice. Besides opening the path for a lot of potential future control schemes, it would make the 240 control scheme feel a lot cleaner.
Right now, there are some things that feel clunky if you try to purely use the 240 control scheme without a single pre-set angle binding.
The most awkward ones I've found so far:
Customisable input queue windows would make these actions feel less painful and clunky.
Now if we could make the bots stop stabbing so much we'd have a very good chamber practicing environment in local games.
It's online let's goooooo
When I get home in like 15 min I'll have one online. (Server is located in Florida)
In the patch 5 changelogs there's a line that says:
However, I can't seem to find it...
This would make the game more interesting and raise the skillcap.
+1
It's pretty annoying how something as easy to execute as a simple foot drag counters chambers which take far more precise timing and inputs to execute.
I realize you guys have quite a lot of work on your hands and are very busy, but I believe that 10 minutes of writing (per week maybe?) would go a really long way towards keeping the community sticking around in the alpha with near-future development goals in their minds as something to look forward to.
Even just a paragraph or so per week that's basically a little heads-up on development goals and perhaps even current design priorities would be highly appreciated. Anywho, great game so far.
copy pasta'd from server .ini file:
MapRotation=TDM_Camp
MapRotation=SKM_Camp
MapRotation=FFA_Camp
(no TDM on Grad )
MapRotation=SKM_Grad
MapRotation=FFA_Grad
MapRotation=TDM_ThePit
MapRotation=SKM_ThePit
MapRotation=FFA_ThePit
MapRotation=TDM_Contraband
MapRotation=SKM_Contraband
MapRotation=FFA_Contraband
This also happens on TDM_Contraband as well as TDM_Camp
That sounds like a far better system.
+1