Re: OZ vs LM Scrimmage Results 1
Posted: Sat Mar 19, 2016 7:07 pm
Isn't there a set distance in the air where if a player in angel goes too high, the physics break and they won't be able to go back down?
I think the solution is to have a 3 minute timer on a player in Angel class only where the flag drops after 3 min, with text cues letting you know when you are about to drop the flag. That would solve it real quick. If you pick up the flag again then the timer resets back to 3 minutes. I'm pretty sure if you fly so high you break the physics then if you drop the flag you can't get to it, no matter where you are looking. I've done that before. I'll try it out when I can.
(I'm guilty of this when its a hard fought map and we are ahead but our base is getting raped and I want to stall the game to the end because its pretty much the only way we can win)
As much as you dislike the strategy and call it pussy, it does work, because allows the game to be close and give time to fix the base defense.
I think the solution is to have a 3 minute timer on a player in Angel class only where the flag drops after 3 min, with text cues letting you know when you are about to drop the flag. That would solve it real quick. If you pick up the flag again then the timer resets back to 3 minutes. I'm pretty sure if you fly so high you break the physics then if you drop the flag you can't get to it, no matter where you are looking. I've done that before. I'll try it out when I can.
(I'm guilty of this when its a hard fought map and we are ahead but our base is getting raped and I want to stall the game to the end because its pretty much the only way we can win)
As much as you dislike the strategy and call it pussy, it does work, because allows the game to be close and give time to fix the base defense.