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TOXIKK Forum • View topic - Ravager at 0.86

Ravager at 0.86

Discuss everything related to TOXIKK
Sat May 09, 2015 7:42 pm

  • So finally the Ravager had a much needed workover and I have a few points of critique on it. It's mostly gonna be negative but I'm fully aware that it's not final yet. My feedback is only for DM and not for vehicle mods.

    The primary:
    is pretty reminding of the quake gauntlet which leads to a problem. Quake has a totally different movement to Toxikk/UT. Quake is based on movement continuation and there is no dodge function so once youre close up its hard to escape from the gauntlet. Also the gauntlet can be very effective when predicting your opponents moves which leads to a decent skill ceiling for it. Here is an example of how the gauntlet can be used effectively.

    Now the problem is that this doesn't work at Toxikk at all. It's very easy to create space with the dodgejump and the small player models make it hard to use the ravager primary effectively as well. Furthermore there is no movement continuation which makes it impossible to perform the aforementioned actions at Toxikk. Bottom line is that I think the Ravager primary is basically useless at Toxikk and I'd be very surprised to see someone make use of it in whatever way. I think the way UT solved this with a charge and a sudden release with high damage is a much better one.

    The secondary:
    A range limited beam is a nice idea imo. The range of the beam is too short and the damage too little to make any use of it though. It's basically useless as well. Also there seems to be an ammo limit which is not displayed atm. Once drained it clicks and switches to another weapon. WTF? :D
    If the beam range stays this short I think it would be an interesting idea to combined the beam with some kind of pulling function to suck an opponent into a more powerful, bursty and sudden primary fire of the Ravager. I'm usually against any kind of movement disruption at AFPS but I'm curious how this would play out.
    Tobe_
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