So by "alt-frag functionality" you mean "explode when it hits the ground." So basically your suggestion amounts to "add a longer delay between the input and the actual grenade release by slowing down the throw animation, and keep the detonate-on-ground-contact," correct?
now it's almost zero reason to use block to hold blaster fire?
Are you factoring in the "aim at your target to reduce drains" mechanic? (That mechanic is only active while blocking)FP drains seem very high and erratic, one moment you lose nothing and the next you lose 25
Stamina is broken. It doesn't seem to be working correctly.
Feels really whack. I can't predict what I've drained at all.Are you factoring in the "aim at your target to reduce drains" mechanic? (That mechanic is only active while blocking)
I can walk with Stamina on. Stamina 3 doesn't regen while running.plz elaborate
I'm not sure you understand the intent of the stamina redesign.I can walk with Stamina on. Stamina 3 doesn't regen while running.
I'm just gonna throw out the idea that let's not re-design just because of one bug. Let's fix the stamina-walking bug as that is not intended behaviour. The UX feels terrible when you have to toggle it on and off.I'm not sure you understand the intent of the stamina redesign.
You've always been able to "walk with Stamina on." You just had to hold the stamina button WHILE holding the walk button. Previously, it would result in you walking faster WHILE STILL regenerating stamina, which was silly. This redesign keeps the ability to walk faster, but makes it cost Stamina now. The only way to turn off Stamina now is to press the Stamina button again.
Admittedly, Tempest sounds like he's considering redesigning it a little further to remove stamina-walking entirely, since it's conceptually strange and was unintentional in the first place. It's something I've used habitually for quite a while though, cuz clone walk speed WITHOUT stamina absolutely sucks massive amounts of ass. So to speak. So IMO if Stamina Walking is removed, the walk speed of clone should be buffed, since currently it's so slow that if you start to walk from a stationary start, you'll trigger the movement bug where you move extremely slowly, as your speed very gradually ramps up. afaik Soldier is the only other class that triggers this bug.
(Not sure about Stamina 3 and regenerating while running. I don't have any info about how that has worked or ought to work catalogued in my brain at all.)
Fair enoughLet's not design around bugs.
T-21 doesn't have burstburst on a280/t21 rekts instantly,
hahasnipers feel okay,
headshots are still twice the damage of bodyshots tho. (Haven't played the Beta myself, just saying.)torso multipler is a little too high? (reward for accuracy plz),
what does this mean?some remains of flinch
Yes!T-21 doesn't have burst. Did you mean DLT-20a (BH) burstfire?
Too much anyway with all those rapid fire weapons. SBD and Deka rekt even more. Clone rifle drains running Sith under 2 seconds of continious fire and closer he is the higher drain gets. Slap from SBD is certain death now didn't get up succesfully in this build yet lolHeadshots are still twice the damage of bodyshots tho.
I hate them so... they are too worried not getting hit by stray bullet to snipe xDhaha
This is essentially what should happenIf Tempest makes it so walking cancels stamina again, and then also makes it so holding Stamina + Walk doesn't do anything (slow walk speed, stamina regen), and keeps the ability to cancel stamina while running by pressing the stamina button again (a feature requested by someone else), and fixes whatever's causing slow walkspeeds to behave extra shittily in a variety of situations, I think everyone will be happy.
This is incorrect, walking faster thanks to holding stamina button always prevented stamina regen. In fact even if you didn't walk you still wouldn't regen, so it had to be simply holding the button that prevented the regen.Previously, it would result in you walking faster WHILE STILL regenerating stamina, which was silly.