Overgrowth

Overgrowth

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Jumpkick Balanced
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2023 年 2 月 20 日 下午 12:22
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Jumpkick Balanced

描述
It's time to fix the jump kick.

The jump kick, also known as the Leg Cannon move, is so overpowered in the vanilla game that many new players come to depend on it and never really learn the combat system. This mod is the first step towards fixing that problem, and the first in a series of mods testing different balance changes and features to the game.

If you want to see this mod included in a larger, more comprehensive mod or (no promises here) included in the base game at higher difficulty levels, please give feedback. You can post down in the steam comments or go to the official Wolfire discord (discord.gg/wolfire). The whole purpose of releasing a small mod like this is to get feedback and testing for inclusion into something larger.

These are the changes:

Auto Targeting Removed - Characters no longer rotate towards their target mid-jumpkick. This means it's very easy to miss your target.

Improved Collision Detection - Jumpkick contact is now calculated mainly based on the foot position, not the character's midpoint + attack_range. A little bit of grace is taken into account.

No Trampoline Kicking - Once you make contact with your opponent in a jumpkick, you no longer kick yourself way into the air and keep your original direction. Now you bounce off your opponent much more realistically and find yourself on the ground almost immediately.

Effect Based On Velocity - if you do a quick hop and immediately jumpkick, this will have almost no effect. Your opponent will not go flying and will get up immediately. You one the other hand, thanks to No Trampoline Kicking, will find yourself ragdolled on the ground in front of your enemy. The more velocity you can get in the air, the more damage you will do and the farther your opponent will be flung. Velocity affects damage, ragdoll time, and ragdoll stun time.

To do a successful jumpkick now, you must start your jump from farther away to get some velocity, calculate your position correctly so you don't miss the target, time your kick perfectly as you approach, and then be prepared to land beside any other enemies that were nearby. You can still take out an enemy in one hit in many cases, but there is a much greater risk should you fail.
9 条留言
Probable Orange 2023 年 7 月 24 日 下午 2:34 
You say balance but honestly this just makes the jump kick less frustrating to use. I have died so many times because the kick launches me into a wall or off a pit
KIEF THE MEDIC 2023 年 6 月 26 日 下午 11:50 
to Fason7 i really enjoy this mod , think the only thing that needs work is how often they kick its like there mane move
principal o'shag hennessy 2023 年 3 月 21 日 下午 7:08 
i dub this to be a very sexy mod
Fason7  [作者] 2023 年 3 月 13 日 下午 5:51 
Glad you like it!
🪴Josh🪴(ノಠ益ಠ)ノ彡💸 2023 年 3 月 13 日 下午 4:47 
awesome stuff, thank you!
Spider 2023 年 3 月 4 日 下午 11:40 
I rarely use the jumpkick so when an enemy uses it it's so goddam annoying. Imma try this out and hopefully they can't cheese ME anymore. Ty for the mod :leaCheese:
Fason7  [作者] 2023 年 2 月 26 日 上午 9:33 
Glad you're enjoying it! Let me know if there is anything you feel needs tweaking.
TͤͣͬearOfTheSͭͣͬtar 2023 年 2 月 22 日 下午 3:06 
Hm, this + dynamic ai agression can be the best way to play now. DAIA made the game much more fun on red difficulty, but ballancing jumpkick might be the cherry on top of it. Thanks!
Father_McCoy 2023 年 2 月 22 日 上午 7:09 
who asked for this lol