Rollback/revert snekkja clunkiness

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Re: Rollback/revert snekkja clunkiness

Postby loftar » Sun Sep 11, 2022 11:26 pm

It's not just war flags, I've seen the tactic applied to a number of things, that was just what made the cup run over.
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Re: Rollback/revert snekkja clunkiness

Postby DDDsDD999 » Sun Sep 11, 2022 11:28 pm

Then just make it so if a knarr has a hitbox inside it, make it drift very aggressively.
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Re: Rollback/revert snekkja clunkiness

Postby loftar » Sun Sep 11, 2022 11:28 pm

Drift doesn't really help if someone is there to correct for it.
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Re: Rollback/revert snekkja clunkiness

Postby mulamishne » Sun Sep 11, 2022 11:31 pm

loftar wrote:You have a better idea for how to prevent you guys from rotating your knarrs onto stuff like war flags to make them unassailable? It wasn't a change I particularly wanted to make, but we clearly can't have nice things.

Other than warflags, what other things are you thinking? In the case of warflags, just make them forced to be built slightly further than a knarr can reach from water
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Re: Rollback/revert snekkja clunkiness

Postby Vigilance » Sun Sep 11, 2022 11:33 pm

loftar wrote:It's not just war flags, I've seen the tactic applied to a number of things, that was just what made the cup run over.

It's one of those things that such a small fringe of people did it that you're actively kneecapping basically everyone that has the misfortune of using a boat, nowadays, while having experienced them before. It just genuinely feels terrible now to control. I'm being assured its not just my American ping. There were a great many stopgap measures I'm sure you guys could've taken instead of just blanket-screwing boats.
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Re: Rollback/revert snekkja clunkiness

Postby DonVelD » Sun Sep 11, 2022 11:33 pm

You could make it so the warflags for example should be placed away from the water. IMO this change made snekkjas way less enjoyable to use, even if we don't come up with anything good I feel like it's still a bigger loss if you don't change it back.
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Re: Rollback/revert snekkja clunkiness

Postby DDDsDD999 » Sun Sep 11, 2022 11:33 pm

I don't see how the hitbox being uncovered by the knarr every 2 seconds doesn't solve whatever issues but ok. At the very least make this not apply to snekks since they're the one people actually drive. Clunkiness for knarrs is at least somewhat thematic for the big chonker ship, not really the snekk.
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Re: Rollback/revert snekkja clunkiness

Postby SnuggleSnail » Sun Sep 11, 2022 11:39 pm

loftar wrote:You have a better idea for how to prevent you guys from rotating your knarrs onto stuff like war flags to make them unassailable? It wasn't a change I particularly wanted to make, but we clearly can't have nice things.


Make the warflag buildable only directly on the thingwall akin to mineholes on mine pyres? Having such a large gob that can't be built around so far from the water would make it rly hard to block even with methods that work after the rotation change.

loftar wrote:Drift doesn't really help if someone is there to correct for it.


If somebody can sit in a knarr for a full hour repositioning it every 2 minutes without getting dunked their opponents unironically don't deserve to win, tbh. Having such a big, unmoving hitbox to cleave makes you super vulnerable to getting shit on by 10 people in 2 seconds.
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Re: Rollback/revert snekkja clunkiness

Postby loftar » Mon Sep 12, 2022 12:25 am

I did forget to mention that not only is it not only about warflags, it is also not only about Knarrs. I've seen similar tricks being played with eg. catapults and battering rams (which also have the same mechanic applied to them). I will also admit I find it mildly ironic that some people in the thread pretend to not know this. :)

I will also say that the main reason I'm defending this mechanic, even though I didn't really want to add it, is that it actually fixes the real problem at its actual root, and in a way that is consistent to all the things that it applies to, rather than being a weird workaround that is likely to need five more bandaids on top of it before it still doesn't really work right. Also, while I'd like to emphasize that I do agree that it makes the ships worse, I feel that the reactions against it are a bit over the top. It's not that hard to work with it. For the aforementioned reasons, though, I'd be much more inclined to consider ways to make it easier to work with this mechanic than to replace it with something else, unless it's something particularly good rather than another workaround. I will also say that, strictly speaking, it's not like it doesn't just plainly make sense that you can't rotate ships right into other things.
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Re: Rollback/revert snekkja clunkiness

Postby SnuggleSnail » Mon Sep 12, 2022 12:41 am

I think nobody is mentioning the invulnerable scouts because they don't matter, and there's still 10 other ways to make something similar... And even if they aren't invulnerable who cares, just make a new fresh spawned alt for free.

The reason I'm so frustrated about new vehicle mechanics is not necessarily that it is /so/ awful, but that I don't agree it's fixing anything. It just makes things a bit worse for no benefit.
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