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that chair flip thing
#16
So, throw to stun and slow climbing? And while climbing you can get stunned to stop the climbing on the chair?
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#17
(09-25-2017, 10:13 AM)poland spring Wrote: Why the hell would throwing something be a counter, it takes way less time to drop the chair and flip onto someone than it does to realize that's happening, pick something up, and throw it


I know y'all want yo keep your win button but this is silly

Make it simpler then! What if you just run into someone with a non-helpful intent to push them off? It's a lot easier to use, and well, standing on a chair is going to put you off-balance.
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#18
I'm 100% against slow climbing as I believe it completely wrecks any and all real-time combat application of the chairflip.
Speed-chair-flipping is hard enough to pull off but it's also very easy to intercept if you are already engaging someone in combat - chairflips are common enough for your victim to start backing right the fuck off as soon as you even try reaching for those chairs. Adding chair-climb-slow-down is only going to ruin the application in real-time combat and nothing else.
If you're in unarmed combat against someone, beware of those fukken chairs. Adding the throw counter is very much all that's needed in my honest opinion, and catching thrown items should momentarily standing-stun them still with an "knocked off-balance!" and "recovers!" emotes.

Chairflipping is also incredibly easy to fuck up, especially if you decide to scream and completely ruin your emote delay - preventing the flip entirely!
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#19
Throwing something at the person on the chair to knock them off sounds good.

Having to aim the flip would help, instead of it just hitting F when your target is within range. People flying across the room because they missed sounds hilarious too.

With flip auto-aiming, it's unlikely for this to succeed, but clicking with harm intent on a chair that someone's standing on should kick the chair, sending the person on top flying.
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#20
If you get close enough to kick over the chair before they can flip you, though. But that's still a very nice "you were fast, great job!" bonus!
Flip auto-aiming is kind of the entire point of its usability as well - you completely bypass the abhorrent clickspam stalemate combat where nobody can click anyone for five goddamn minutes and are just moving about dodging everything melee.
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#21
Maybe have the aim be a general area thing then. Click or hold down a direction, and you fly in that general direction. Still possible to dodge, but more likely to hit than button mashing.
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#22
(09-25-2017, 12:33 AM)mbc Wrote: what if throwing any object at someone standing on a chair could topple them to the floor for a short stun?

This is perfect. Would rather have something to counter it then just flat out nerf it. Nerfing adds nothing to the game, in fact it removes things from games while adding counters adds depth.
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#23
I'm thinking No on a chair-climb delay.

(09-25-2017, 10:18 AM)APARTHEID Wrote: What if you just run into someone with a non-helpful intent to push them off?

i kind of like this + throwing knocking people down (maybe Medium/Large sized objects only), opinions on this?
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#24
sounds good to me.
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#25
(09-25-2017, 11:02 AM)mbc Wrote: I'm thinking No on a chair-climb delay.

(09-25-2017, 10:18 AM)APARTHEID Wrote: What if you just run into someone with a non-helpful intent to push them off?

i kind of like this + throwing knocking people down (maybe Medium/Large sized objects only), opinions on this?

It's good and it's elegant,  but I DID also like the "catch them with grab intent" thing to because it adds to the wrestling vibe you guys have here, and it adds chaos to combat.  Whatever it ends up, I dig that you guys went for "let's ADD stuff" instead of "make chair flipping harder" and I don't even have the muscle memory to DO chair flips. smile
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#26
how on earth are you going to get close fast enough to do anything about it? most chairflips I see have an incredibly small window between climbing up and flipping and running up close just guarantees they'll get you.

Just so I'm not endlessly whining here's a suggestion: change the difference in stun time so that the chair flipper has a much shorter window between when they get up and when the person they landed on does. Make it cost a buttload of stamina too YOU ARE FLIPPING OFF A GOT DAMN CHAIR
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#27
(09-25-2017, 10:13 AM)poland spring Wrote: Why the hell would throwing something be a counter, it takes way less time to drop the chair and flip onto someone than it does to realize that's happening, pick something up, and throw it


I know y'all want yo keep your win button but this is silly

Chair flips have an effective range, so if you figure out what's going on you can move out of range and toss an object from where they can't reach you.

(09-25-2017, 11:02 AM)mbc Wrote: I'm thinking No on a chair-climb delay.

(09-25-2017, 10:18 AM)APARTHEID Wrote: What if you just run into someone with a non-helpful intent to push them off?

i kind of like this + throwing knocking people down (maybe Medium/Large sized objects only), opinions on this?

It should be noted you can already knock people off chairs, by clicking the chair they're on. It just puts you in the flips range though. I like having objects being thrown, with the condition that the person can catch said objects to prevent being knocked down

I also like being able to catch the person on the jump do a reversal. Kinda goes with the WWE-ness of the chair flip as a move
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#28
To be honest reversals would require some mad reactions so I'm totally liking it!
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#29
Just make folding chairs like zip-guns.
Give it a significant failure rate, like 20%, to just slip off and jump on your head.
Make it less reliable without making it unusable.
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#30
Maybe decrease the chance for perfect homing? Make it so there's a greater chance to miss your target.
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