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I'm relatively new, so let me know if I'm misunderstanding the utility of the jetpack kick. I just personally found it not very useful.
Idea:
1) Make it so jetpack kick flings the victim the same distance as the running kick, instead of just down.
This way the loss of momentum you experience (by being blocked by the knocked down opponent) when successfully jetpack-kicking wouldn't be as punishing, and would give you a bit more time to escape or get your gun out, instead of (in my experience, maybe due to lack of skill) completely stopping you in your tracks and leaving you at the mercy of quickgetup classes.
It'd also look more realistic physics-wise.
2) Add an option to increase the distance you can kick (depending on your current flight momentum) with points.
Besides potentially being super fun, it could give the mando more ways of keeping the enemy team at a distance (like flame in tight corridors) at the risk of getting extremely close to the enemy while unarmed, and make the gadget mando more viable.
Idea:
1) Make it so jetpack kick flings the victim the same distance as the running kick, instead of just down.
This way the loss of momentum you experience (by being blocked by the knocked down opponent) when successfully jetpack-kicking wouldn't be as punishing, and would give you a bit more time to escape or get your gun out, instead of (in my experience, maybe due to lack of skill) completely stopping you in your tracks and leaving you at the mercy of quickgetup classes.
It'd also look more realistic physics-wise.
2) Add an option to increase the distance you can kick (depending on your current flight momentum) with points.
Besides potentially being super fun, it could give the mando more ways of keeping the enemy team at a distance (like flame in tight corridors) at the risk of getting extremely close to the enemy while unarmed, and make the gadget mando more viable.
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