![]() ![]() True Strech FIX please can someone help me with true strech i can do the true strech but when i finish my game i need to do how get new knife how to get new knife how do i get good i js started and im js downright horrible HOW TO geT better, I AM HARDSTUCK IRON Pls help Just asking if i was gonna buy a account with ruin knife only, how much would that sell for s Breeze in UnrealEngine5 I have been working with 3d for 4 days and here is my result, hope you like it :) proving mfs broke dont be disrespecting mfs idc who you are Deleted account anyone know why my account been deleted (username doesnt work and when i try to see all my usernames a possible fix for error code VAN -1 Never put Valorant and riot client on high priority in task manager. The change of mechanics offers Viper an advantage against enemies inside her Pit while improving the mechanics of her Ultimate, adding realism to the game and balancing the buff inside the Pit with the risks Viper takes if seen by enemies from outside the Pit. There is a balanced relationship between the interior (enemies can no longer see Viper's ENEMY OUTLINE) and the exterior (Viper can be seen much easier from the exterior if she steps into areas dispersed by grenades, right after the grenades explode). Grenades (such as Raze) will disperse significantly more of the smoky cloud, however, it is logical that Viper will avoid the grenades (therefore will NOT be situated in the smoky region dispersed by the grenade). In addition, grenades like Raze's PAINT SHELLS will disperse the cloud for a short while.Īny deformation of the Viper's Pit due to bullets and grenades will be restored after a very short while, around 1 to 2 seconds, to maintain game balance.Įnemies outside the Viper's Pit (such as enemies who SHOOT through the Pit or THROW GRENADES) will be able to see Viper if she steps into these regions because the Pit has been dispersed as a result of bullets/grenades.ĭo not worry about this idea's implications on game balancing, as the outcome of Viper's Pit will STILL solely rely on player skills, with these new mechanics not creating any sort of disadvantage.įor instance, if a problem is to arise - "But players from outside the Pit will notice Viper if she steps into regions where the cloud is currently dispersed!" -, bullets will disperse only a very small portion of the cloud around their trajectory, to maintain game balance. As seen in CS:GO 2, the Viper's Pit will slightly disperse around the trajectory of bullets that pass through it. ![]() Secondly, the Viper's Pit will be affected by bullets and grenades. VIPER BUFF: Enemies entering the Viper's Pit will no longer see ENEMY OUTLINES on Viper, making it harder to eliminate the scientist. Viper's Pit would seem to fit well with this mechanics change, and I will follow-up with an in-depth explanation to cover potential balancing problems regarding this change.įirstly, the Viper's Pit will maintain Decay and Nearsight as the effects of entering it. Parts of the smoke cloud are dispersed when bullets fly through them OR when grenades explode, and after a very short while (in order to maintain the in-game effectiveness of the smoke) the gaps are filled with smoke again. In the mentioned game, which I have chosen to point out the good quality of smokes, we can see how interactive the mechanics are - especially if we focus on interactions with guns and grenades. I will reference some mechanics from CS:GO 2. Why not make changes to give Viper a more realistic and visually intriguing ultimate? It has well-defined margins - uncharacteristic for gas. The exterior looks like anything BUT a cloud. ![]() ![]() The inside of the pit is a simple greenish colour combined with Nearsight, however, this mechanic does not give Viper's Pit the actual feel of a giant smoke cloud. It does not look like smoke from the outside. I would like to forward a very interesting mechanics idea in order to rework Viper's Ultimate (VIPER'S PIT).Ĭurrently, at maximum graphics settings, the Viper's Pit lacks realistic visual assets. ![]()
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