I felt compelled to post this after a particularly bad round on Steel Peel, and after a quick search it seems it hasn't been mentioned yet. Sometimes (I don't know exactly what causes it) when I double-jump to trigger the Assault's fly,the skill will drain and the effect (ie. the actual rockets on his back) will show, but I get no lift (fall), also, after a normal fly, pressing jump again to cancel will cause the effect/skill drain to stop (it actually recovers), but I will continue to hover. This seems to be cancel-able by hitting the jump button again, but in the middle of gameplay it can be too late. This is quite annoying for me (the Steel Peel round I mentioned I missed 5-6 annihilators and died 2-3 times from this) as it often causes either overshooting the platform because the fly did not cancel, or falling to a lower level/to my death because the fly did not begin. If I had to guess, I would say that it is lag-based, (as this occasionally happens with jumping) but I was playing a +/- 100 ping game at the time. I can post specs if you think it might be a client-side issue. Thanks for your time, azure
Think he's referring to how the skill feels better compared to the Assault's jet pack skill, which is pretty much technically an ability rather than a skill with the exception of a cooldown. He's failed to read the ENTIRE OP about how it's a bug where it doesn't "cancel" properly due to lag (mostly). It's already been suggested several times before that the assault's jet pack, and the Assassin's sprint while we're at it, should be changed to hold rather than toggle by default, to make it feel better to use.
I have to admit I often fumble with the assault's jetpack too, it would be definitely nice to have the choice between toggle or on key press behaviour, and eventually to unbind it from the space bar.
Off-topic alert! I was on about how it would be nice if that was the case, replying to deadstretch replying to providence, not me thinking he was replying to the OP, but that what you've all managed to misunderstand is that the OP has a bug, not a preference, and it's quite a serious bug, since it appears to be getting some bad de-sync (either between client and server or input and game (and the latter itself perhaps)). He's on about how the jets starts but has no effect, and sometimes the effect stops on cancel but the assault continues to fly despite the jets being turned off.
I'm glad (or not-so-glad) to see that this isn't just something I'm imagining! That said, does anyone have any useful information that they can contribute? So far all I can say is that it seems to be latency-based - it has never happened to me while playing Blitz - but it also seems to occur regardless of ping to the server. One thing that I'm wondering is if the HUD and graphic effect are rendered/sync'd client-side or server-side. If it's client-side, then it is possible that the server and client become desync'd, with the bar appearing to drain/fill for the client, but the server continuing normally. The only way I can think of testing this would be to check if when coming out of one of these glitches it is possible/impossible to fly afterwards (ie. if the use of the ability would contradict the HUD). So far, I haven't been able to figure out a consistent cause for it - it can only be tested in servers, and I don't think anyone would appreciate me testing it in their game. Also, just to chime in on the quick-versus-toggle debate (though I would prefer if it stayed out of here - there are other threads on it), I have to say that the current is better, simply because it has more use in combat. However, I am all for giving clients options, so I would agree that an option for toggle/quick, as well as spacebar enabled/disabled would be best. [EDIT] Don't call it too much of a confirm, but in a match I just played I had the two glitches occur at the same time, first the "free" fly and then the no fly. This would fit the idea I've suggested above.