Jump to content

Serverus_Victrix

Hunter
  • Posts

    7
  • Joined

  • Last visited

Posts posted by Serverus_Victrix

  1. Have you even used Zephyr? With enough duration Tailwind can propel you in every direction you want (straight up, horizontally forward) for as much as ~120m. Also it can be chained to go from straight up into a horizontal straight lightning fast dash. A bullet jump can barely hope to cover like 1/5 at most of the Tailwind maximum distance.

    Actually it has been a while since i used Zephyr. I remember when Tailwind only propelled you horizontally when you were in the air. But upon reviewing the wiki, and later getting on the game to actually try it myself, it seems i was misguided in how the ability actually worked. Like i said, it's been a while since i used her, so i didn't know it was a directional thing.

     

    That being said, i also realized that it's kind of similar choosing whether to copter or use Excal's Slash Dash (as an example). So my concern with Zephyr is utterly gone. My bad for being misguided and out-dated on how her abilities worked (i seriously do not play her enough).

  2. Ello again,

     

    If Vertical distance is your worry

    WVfRgKh.jpg

    I got up here by casting it only once

    4V0ZAcB.jpg

    And I got up here by casting it 3 times, from the ground

     

    As for the timer, a visual for it would be nice, I agree. 

    How were you able to pull that off? From what i know, Tailwind should be propelling you horizontally when you're in the air, so chaining them would be impossible even if you're alternating between Tailwind and Bullet Jump. So do you think maybe you could make a GIF or a video of your own showing how you did this?

     

    EDIT: I suppose i should have stressed this more in my original post, but I'm mostly concerned with the idea of simply utilizing a special jump rather than expending energy to cross essentially the same distance. I mean, i suppose you could mod your Zephyr so Tailwind covers more distance, but..... even so, if it's between expending energy and simply using a bullet jump (which doesn't expend anything), I would think the choice is obvious.

  3. Tail wind takes you further and can achieve faster speeds to the desired destination? Tail wind also does not require you get on the ground in order to use it again.

    Idk.... it still seems redundant. But if you wish to talk more about it, i made my own thread. My bad for kinda de-railing the thread.

  4. Ok, so, to start this, i do not have a video. I was never one for recording things anyways. This post is simply about a couple concerns i have with Parkour 2.0 that i previously mentioned in a thread (which was stupid on my part since i should have just made a thread about it). So, here we are.

     

    My first concern is about Zephyr. Now, I've seen GIFs of people chaining Tailwing and the new air glide together. My main concern is mostly the redundancy of it. And what i mean is, why would i use Tailwind when i could just Bullet Jump instead? They're literally the exact same thing except one of them doesn't drain energy (or anything for that matter). That being said, wouldn't they wind-up rendering Tailwind useless? From a lateral point-of-view, i suppose you could just use a bullet jump and then chain a bunch of Tailwinds to cross massive horizontal distances. But what about vertical reach?

     

    My second concern is with the wall-latch system. According to what was said in Devstream 57, there will be a sort of invisible timer that determines how long you can stay "attached" to a wall. My problem is that you can't SEE the timer. You basically have to just memorize over-time how long the timer is and basically guess how long you have until you let go of the wall. So my idea is to simply make the timer visible. Simply add a transparent circle around your reticule when you're clinging to a wall that slowly fades or drains the longer you stay attached. That way, the timer isn't intrusive, but still apparent enough that you not only don't have to search all over your screen for it, but you can visibly tell how long you have until you have to jump off. The idea of having to guess on an invisible timer isn't exactly appealing to me.

     

    So, thoughts?

  5. You know, having just watched Devstream 57 on YouTube, I do have a couple concerns with Parkour 2.0:

     

    The first is with Zephyr. They say that she will meld nicely with the new parkour system, but wouldn't the whole Bullet Jump thing render her Tailwind ability useless? Like, would players be able to use Tailwind on top of the Bullet Jump? Like, how would it work in-general?

     

    Another concern, and this is also a suggestion for the most part, is with the latching system with walls. They say that there will be a sort of invisible timer that determines how long you have until you let go of the wall.... why not make the timer visible? For example, when you're latched to a wall, make it so that a semi-transparent circle appears around your reticule and it slowly fades or drains to kind of show how much longer you can spend latched. The idea of having to basically memorize and guess how long you have doesn't exactly appeal to me a whole lot....

  6. So, i was just playing on the Mutalist survival mission (the one you unlock after completing the Mutalist bounties), and as i'm walking, i suddenly fall through the stairs.... Thankfully, i was able to get out because i was playing Vauban, so i was able to attract enemies to my location to kill me and let me revive.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=348642515

×
×
  • Create New...