Make charge knockback more consistent.

Discussion in 'Monday Night Combat PC Feedback and Issues' started by zarakon, February 27, 2011.

  1. zarakon

    zarakon Active Member

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    Sometimes assault's lv2 charge will send people flying off the map, and sometimes they just pop straight up a little bit and land on your head (even assassins; it's not a class weight issue).

    Sometimes the tank's lv3 charge will knock someone on the ground just a few feet away for an easy followup kill. Sometimes it sends them flying far to safety.


    Any chance the knockback could be made more consistent?
  2. BroTranquilty

    BroTranquilty New Member

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    I think it depends on how deep into the charge you hit them at. Higher means you hit at point blank. Long-range launch means you hit right in the middle, the consistent steady-velocity part of the charge. Nudge means you hit right when you were coming out of the charge, at max distance.

    Something else street fighter teaches you, is if your character has a slide-kick of some kind, to use it at point blank for a knockdown and to use it as far away as possible to combo out of it.

    Same applies here. Want to combo a railgun grapple instantly after a lvl3 charge, then you have to connect at the very end of the charge. Want to simply ring-out by bulldozing off the map, then hit the charge just feet away. Want to knock them around brutally, then hit point-blank to send them up against a roof or wall and then grapple them into the wall again (and deathblossom afterwards of course).

    Fixed this for you. Read it and hopefully you get some ideas on how to whip a juiced assault's *** lol. It is almost unfair how they fall off the map even with a jetpack, which they are unable to use while they are recovering from stun. By time they wake up, they are already miles below the map.

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