Teflon Hands. Always break Hold on Straight
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khovre
Sticky hands are the bane of client (and sometimes even Host) games, I can't see any reason to continue holding the structure while using a Straight on it. It only breeds frustration
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SDRAWKCABMIAY_YT
One reason to continue holding the structure would be that you just want the knockback to dodge something but don't want to lose the structure. People do this with flick all the time and sometimes do it with hold as well
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MHS1AGF50Z3N
SDRAWKCABMIAY_YT the mentality of "we use that jank for X" is what prevents that jank from being improved on, the sticky hands can feel pretty inconsistent. with nothing but experience to be able to indicate if its going to leave your hand
just because it has a use, doesnt mean it shouldnt be improved, there are moves dedicated to dodging and mobility.
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SDRAWKCABMIAY_YT
MHS1AGF50Z3N If the way that it works is consistent then that isn't jank. That's just how it works. People make use of how it works.
Your point is likely mostly that it wasn't intuitive to you but all straight does is add force. If something is flying at you and you hold straight to slow it down then your suggestion removes the hold which is SUPER unintuitive. The hold and the straight would be there to work in conjunction to help stop the structure.
This suggestion removes that. There is often more going on then you are taking into consideration when you call something jank.
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MHS1AGF50Z3N
SDRAWKCABMIAY_YT im VERY curious how having straight always break your hold so it doesnt rubberband back into your face when you go to move your hands after thinking it was fast enough to throw....
how does that have anything to do with an RTS? the hold is what makes an RTS, since hold completely stops the momentum, it wouldnt remove that
"In gaming, "jank" refers to unintentional or unexpected glitches, poor design choices, or mechanics that disrupt the player experience, often in a way that is amusing or endearing rather than frustrating. "
just looked it up, would you like to stick to your words, or understand that rumble has a lot of jank?
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SDRAWKCABMIAY_YT
MHS1AGF50Z3N the hold does not instantly stop the structure. It is consistently pulling on it and that's why it works. I never said rumble doesnt gace jank but this specifically is not jank.
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MHS1AGF50Z3N
SDRAWKCABMIAY_YT"Examples:
Unpredictable or illogical game behavior: A character spawning in the middle of a wall, or an enemy acting in a way that defies its intended AI.
Unconventional controls or mechanics: A game with clunky controls or a system that requires a lot of luck or precision to succeed.
Deliberately obtuse or cumbersome design: Some games, like "Getting Over It", are intentionally designed to be frustrating and janky, but in a way that is part of the experience. "
youre talking about getting 2 different results out of the same action, with very little input being different, only the slightest condition changes... and you want to say its NOT jank??
hold stops everything because it uses the power of the sun to move an object, it doesnt matter how fast its going, or how heavy it is. hold effects it all the same. hold has too much "magnetism" for straight to consistently break the hold on some heavier objects like walls, but sometimes it doesnt, it feels inconsistent and jank as hell
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SDRAWKCABMIAY_YT
MHS1AGF50Z3N Hold breaks when the relative speed is fast enough. Heavy things need a larger amount of force to reach that relative speed. It is consistent on the same structure. Things that are affected by the mass of a structure should not be consistent across all structures or it would then be inconsistent as to how the weight affects the gameplay.
ie. This is a skill issue. Heavy wall is harder to move. Give it enough force. Straight alone usually isn't enough if you are moving it in a way the causes the relative speed to not meet the requirements.
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Even the poses feel janky if you are not used to them. But as you hopefully know, they are consistent.
Treating the way that hold interacts with a structure on a "per structure" basis is the key to mastering it! Just as all of the other modifiers lead to different results on different structures, this is no different.
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MHS1AGF50Z3N
SDRAWKCABMIAY_YT hold breaks upon a relative speed, correct... it has to be more force than the magnetism of hold... also consider than client side is going to skew what you see happening, vs what is actually happening
on the steam store page, they have live broadcast... i was noticing that grand was finishing a full slingshot-strupper BEFORE THE SPAWN EVEN MOVED, the spawn flew like it was effected by the full combo. but my point being that experience alone is the only thing that is going to tell you if itll leave your hand
you keep trying to defend the jank saying "its consistent"... yes, jank can be consistent.... ITS STILL FUCKING JANK.
im sure youre aware we have DASH AND SPRINTING... you dont need to punch a wall, get a minor amount of knockback to dodge something... JUST BECAUSE IT HAS A USE DOES NOT MEAN ITS WORTH KEEPING.... if that use is covered by several other things... you can lose that part of the jank and it would be a huge positive
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SDRAWKCABMIAY_YT
MHS1AGF50Z3N No. Not more speed than the magnesium. It just has to hit a relative speed threshold. The magnesium is much stronger than that minimum requirement.
Also, I often straight structures to use the knockback to dodge things.
There are downsides to auto-dropping things on straight and they matter. It is not all positive.
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YourNeighborNat
I could maybe get behind this idea, assuming it only affected the structure being modified with the straight