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- Jan 2, 2015
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- 1,348
Time for another Mario Kart suggestion.
Suggestion 1:
In recent times there has been a siginificant increase in Demomen abusing stickyjumps in conjunction with the spawn protection.
The way it currently is you can jump across the entire map with just two stickies and coincidentally you can place and detonate two stickies before your spawn protection runs out essentially negating all damage you would receive from blast jumping.
This allows for some incredibly unfun strategies like constantly bombing, reengaging after losing a fight without the opponent having enough time to get to a health pack even if the fight happened on the other side of the map and generally constantly harassing the enemy team by blast jumping behind them in a matter of seconds.
I suggest excluding self damage from the spawn protection or disabling it once the player shoots a stickybomb.
Suggestion 2:
Then there's also the Sticky Jumper.
While you can't shoot with stickies during bombing it aditionally reduces the risk of it since after bombing you can just blast jump your way out of there, refresh your spawn protection and repeat.
The Sticky Jumper additionally give way too much mobility on Mario Kart. While its entire purpose is giving a huge amount of mobility it is usually limited by corners, walls and especially the skybox. This is not the case on Mario Kart and you can continuously jump from one end to the other disengaging, reengaging and healing all you want. It is very overpowered and very frustrating to play against.
It is also literally broken in the sense that while blast jumping with it, if you detonate your stickies without jumping, you cannot be mini-crit by the direct hit or reserve shooter which would usually be its natural counter.
I suggest nerfing it to allowing a maximum of one sticky at a time.
Suggestion 3:
The last thing I want to mention is sniper.
While in the past sniper has gotten nerfs by blocking their line of sight on the roof to force much riskier positioning there's an ongoing issue with yet again the spawn protection.
It lasts long enough for snipers to get one or two free shots every time. It is somewhat necessary to counter snipers that are hiding and shooting at the spawn but at the same time also frustrating to play against.
I suggest removing the spawn protection on snipers when they scope in and/or shoot.
The source for our spawn protection plugin is available and I'm willing to implement and test these changes should they pass the vote.
For limiting the Sticky Jumper to one sticky this plugin can do it. It does have tf2items as dependency however.
If you're not a regular or semi-regular player on Mario Kart or have been in the past reasonably explain your vote.
Suggestion 1:
In recent times there has been a siginificant increase in Demomen abusing stickyjumps in conjunction with the spawn protection.
The way it currently is you can jump across the entire map with just two stickies and coincidentally you can place and detonate two stickies before your spawn protection runs out essentially negating all damage you would receive from blast jumping.
This allows for some incredibly unfun strategies like constantly bombing, reengaging after losing a fight without the opponent having enough time to get to a health pack even if the fight happened on the other side of the map and generally constantly harassing the enemy team by blast jumping behind them in a matter of seconds.
I suggest excluding self damage from the spawn protection or disabling it once the player shoots a stickybomb.
Suggestion 2:
Then there's also the Sticky Jumper.
While you can't shoot with stickies during bombing it aditionally reduces the risk of it since after bombing you can just blast jump your way out of there, refresh your spawn protection and repeat.
The Sticky Jumper additionally give way too much mobility on Mario Kart. While its entire purpose is giving a huge amount of mobility it is usually limited by corners, walls and especially the skybox. This is not the case on Mario Kart and you can continuously jump from one end to the other disengaging, reengaging and healing all you want. It is very overpowered and very frustrating to play against.
It is also literally broken in the sense that while blast jumping with it, if you detonate your stickies without jumping, you cannot be mini-crit by the direct hit or reserve shooter which would usually be its natural counter.
I suggest nerfing it to allowing a maximum of one sticky at a time.
Suggestion 3:
The last thing I want to mention is sniper.
While in the past sniper has gotten nerfs by blocking their line of sight on the roof to force much riskier positioning there's an ongoing issue with yet again the spawn protection.
It lasts long enough for snipers to get one or two free shots every time. It is somewhat necessary to counter snipers that are hiding and shooting at the spawn but at the same time also frustrating to play against.
I suggest removing the spawn protection on snipers when they scope in and/or shoot.
The source for our spawn protection plugin is available and I'm willing to implement and test these changes should they pass the vote.
For limiting the Sticky Jumper to one sticky this plugin can do it. It does have tf2items as dependency however.
If you're not a regular or semi-regular player on Mario Kart or have been in the past reasonably explain your vote.