The Quake2 guy's rocket jumps are all jacked up and wrong! There were some sick trick jumps in q2dm1 that are completely impossible now.
What 'sick trick jumps', exactly?
Also take into account that the map isn't a mechanical conversion, it's a remake. This means that it's not 100% exactly the same.
Also, you can't even make it from one side of q3dm17 to the other off a q2 rocket jump!
So? This map wasn't in Q2. There's no way to compare the two.
The rocket is too slow and its splash radius is too small, but I wouldn't care about that if at least the rocket jumps worked right. Keep this in mind for a future version!
The problem isn't with the rockets, it's with the scale of levels, the speeds of the other classes, and the view height of the player.
Strogg's rocket launcher is
exactly the same speed it was in Q2, does
exactly the same amount of damage, and has
exactly the same splash radius.
Also, think about importing some cool grapples (red laser for q2 guy, voreballs for q1 guy and lightning for q3 guy) for teamplay games; get some Generations Threewave going (with KEYS instead of FLAGS!)
If you would read
this thread (or is it
this one?), you would know that class-based grapples are definately being considered, and while the models (voreball, etc) wont make it in, we are adjusting grapple SPEEDS based on class for the next release.
And what would be the point of keys instead of flags? It's capture the flag, not capture the key.
Also, don't even get me STARTED on the nail guns. Ranger has been reverted to the one-trick rocket pony he, well, always was in q1 i guess. The nails could at least be a little faster.
Once again, the nails are the same speed as they were in Q1. There's been ample discussion on the topic, however, and the nails are getting a silght boost in speed for 0.99e.
Also, rocketjumping is a very small part of gameplay, one that I have very little problem with. I have absolutely no issues with the Strogg class's rocketjumps. Their RL is very weak in comparison to the other classes (in speed, damage, and knockback), and as such gives you quite a bit less air than, say, the Slipgate RL. The Earth mortar launcher also has weak splash damage and knockback, and gives a poor RJump.
I would also suggest that you read a few things so that you would know what we're doing and what we've already done.
The 0.99d FAQWhat's coming up for 99eThe Feedback ThreadWe appreciate the feedback, however poorly written and executed it is. If the only thing we have to worry about is a bad RJump for one of the five classes, then we must be doing something right.