lywolfoid
New member
I must stress: I love this game I want more. I wouldn't go through the effort of posting this if it wasn't true.
I've been learning how to play Holliday, and generally don't like how techy you have to be to get barrel to behave in a productive way. Conversations about how you either roll barrels slowly at the enemy and give them hours to avoid it or punch a barrel over their heads aside with no middle ground conversations for another time, I have figured out the descend from above and throw punch maneuver. However, not being able to use your jump pad makes the whole combo far less ... punchy?
I've ran into several bugs while playing her. Barrel things I can't get clips of unless I'm streaming and I'm usually too occupied to go back and clip, but good new, they happen so frequently you'll probably see at least one if you watch my pov in the match id listed below. Some instances include:
Looking straight ahead and punching the barrel only to have it detonate in your face.
Somehow the first problem can coexist with the mechanic that lets your punch the barrel and have it bounce off the ground, making the timing of the boom rather frustratingly unpredictable.
Having the explosion detonate when it gets a certain distance away from you (this one I think is geometry based. I've noticed several Holliday bugs occur near corners and ledges. something about the way they hit the corner geometry is upsetting them. Barrels and Jump pads alike.) Barrels will explode over tiny lip ledges I can normally just walk over without jumping. Not touching them mind you, just passing over them.
All of this aside from what I have to assume is a feature that you can't actually aim the barrel down. It's very weird having an ability you *can't* aim. Not *don't have to*, *can't*. All the barrels either roll on the ground or soar in an arch over the heads of most enemies (when you punch them and force them to explode on impact [sometimes], which is cool and all but sometimes I want that at not a 45 degree angle upward) and require you to either shoot them in flight to hit the enemy or be way back and land it on them. (incoming comments of skill issue).
Skill issue is a known deficiency on my end. I'm sure there's plenty of room for growth there.
HOWEVER:
It's the consistency with which I am concerned. I can learn to be better at barrels, if they behave in expected manners. But if someone gets away or is allowed to run me over because the barrel didn't explode when I expected or needed it to, or I tried to shoot it at the right time but the barrel's hitbox was too small to get hit by the bullet, but now it's rolled into the enemy and didn't explode, and now it's behind them and the enemies' hit box is so big that it's blocking my bullets from detonating the barrel that might save my life, I get frustrated as a player.
Jump Pads:
Here's stuff I can document, cause it's as easy as taking screenshots. Jump pads do really weird things. especially on *any* non-flat surfaces. And by that I mean a plane that is flat, but isn't completely flat across the entire width of the jump pad. if I drop a pad near the end of a plane, it tends to drop off the ledge, and down 1-2 meters. Jumping on these pads is...not worth it. "Drop another" I heard future comments saying, to which I must remind them that there is still a cooldown with charges, and it's about having it when I need it. I needed that jump pad *now* and even if it was instantly dropped again, I'm behind on when I needed it, and down a charge I'll need later if the situation evolves, or even simply for escaping. Again, it's about expectations and the suspension of disbelief. I don't wanna be calculating "okay that surface is safe to place a pad on because this is a video game with 3d objects that interact in odd ways and there's no geometry that could ruin my vibe there" while I'm running around a match.
Here's two additional examples of weirdness. Somehow, again without *trying*, I managed to stick a pad to the back of the t1 guardian, and a pad fell through the glass ceiling of a t2 left lane walker. match id 63183547
Can't stress enough: I love this game, I want more.
I've been learning how to play Holliday, and generally don't like how techy you have to be to get barrel to behave in a productive way. Conversations about how you either roll barrels slowly at the enemy and give them hours to avoid it or punch a barrel over their heads aside with no middle ground conversations for another time, I have figured out the descend from above and throw punch maneuver. However, not being able to use your jump pad makes the whole combo far less ... punchy?
I've ran into several bugs while playing her. Barrel things I can't get clips of unless I'm streaming and I'm usually too occupied to go back and clip, but good new, they happen so frequently you'll probably see at least one if you watch my pov in the match id listed below. Some instances include:
Looking straight ahead and punching the barrel only to have it detonate in your face.
Somehow the first problem can coexist with the mechanic that lets your punch the barrel and have it bounce off the ground, making the timing of the boom rather frustratingly unpredictable.
Having the explosion detonate when it gets a certain distance away from you (this one I think is geometry based. I've noticed several Holliday bugs occur near corners and ledges. something about the way they hit the corner geometry is upsetting them. Barrels and Jump pads alike.) Barrels will explode over tiny lip ledges I can normally just walk over without jumping. Not touching them mind you, just passing over them.
All of this aside from what I have to assume is a feature that you can't actually aim the barrel down. It's very weird having an ability you *can't* aim. Not *don't have to*, *can't*. All the barrels either roll on the ground or soar in an arch over the heads of most enemies (when you punch them and force them to explode on impact [sometimes], which is cool and all but sometimes I want that at not a 45 degree angle upward) and require you to either shoot them in flight to hit the enemy or be way back and land it on them. (incoming comments of skill issue).
Skill issue is a known deficiency on my end. I'm sure there's plenty of room for growth there.
HOWEVER:
It's the consistency with which I am concerned. I can learn to be better at barrels, if they behave in expected manners. But if someone gets away or is allowed to run me over because the barrel didn't explode when I expected or needed it to, or I tried to shoot it at the right time but the barrel's hitbox was too small to get hit by the bullet, but now it's rolled into the enemy and didn't explode, and now it's behind them and the enemies' hit box is so big that it's blocking my bullets from detonating the barrel that might save my life, I get frustrated as a player.
Jump Pads:
Here's stuff I can document, cause it's as easy as taking screenshots. Jump pads do really weird things. especially on *any* non-flat surfaces. And by that I mean a plane that is flat, but isn't completely flat across the entire width of the jump pad. if I drop a pad near the end of a plane, it tends to drop off the ledge, and down 1-2 meters. Jumping on these pads is...not worth it. "Drop another" I heard future comments saying, to which I must remind them that there is still a cooldown with charges, and it's about having it when I need it. I needed that jump pad *now* and even if it was instantly dropped again, I'm behind on when I needed it, and down a charge I'll need later if the situation evolves, or even simply for escaping. Again, it's about expectations and the suspension of disbelief. I don't wanna be calculating "okay that surface is safe to place a pad on because this is a video game with 3d objects that interact in odd ways and there's no geometry that could ruin my vibe there" while I'm running around a match.
Here's two additional examples of weirdness. Somehow, again without *trying*, I managed to stick a pad to the back of the t1 guardian, and a pad fell through the glass ceiling of a t2 left lane walker. match id 63183547
Can't stress enough: I love this game, I want more.