Things that griffball does right
-
Small map that fits very well the gamemode - The ball play feels classic as hell - The Sword/Hammer/Ball play feels good - Ground pounding is awesome and rewardingThings that griffball does wrong
-
Huge magnetism with the hammer - It is a luck based combat… oh i killed him, o we both died - Almost every single time both people in a 1v1 dies. - Spartan charge is killing griffball (at least for me). There are people that does that resulting in both of us flying up the skies. - I dont like the sound, too light (super personal thing… i already got used to it :D)Solutions
-
Disable spartan charge. - Reuduce the magnetism a bit in order to instead of using the lunge range we have to calculate the enemies velocity and the hammers blast range.This solutions will solve most of the 1v1 instant death and the spartan chargers feeber.
What are your opinions?
This is exactly how grifball used to be, back when there were no abilities though EVERY 1v1 was a trade. Now theres the option to string together abilities to earn kills and stay alive. Grifball has improved so much and I love it, every “issue” was shared with the past iterations, nothing new here, trading kills is just part of grifball.
> 2533274921838152;2:
> This is exactly how grifball used to be, back when there were no abilities though EVERY 1v1 was a trade. Now theres the option to string together abilities to earn kills and stay alive. Grifball has improved so much and I love it, every “issue” was shared with the past iterations, nothing new here, trading kills is just part of grifball.
99% of the 1v1 i had and i’v seen end up both dying. Yes i forgot to write about the bilities as a “pro” in this griffball. But it ends up as a cycle, respawn kill and die at the same time… respawn…
> 2535431623913003;3:
> > 2533274921838152;2:
> > This is exactly how grifball used to be, back when there were no abilities though EVERY 1v1 was a trade. Now theres the option to string together abilities to earn kills and stay alive. Grifball has improved so much and I love it, every “issue” was shared with the past iterations, nothing new here, trading kills is just part of grifball.
>
>
> 99% of the 1v1 i had and i’v seen end up both dying. Yes i forgot to write about the bilities as a “pro” in this griffball. But it ends up as a cycle, respawn kill and die at the same time… respawn…
While I do see your point, that kind of IS griball, know what I’m saying? To take away trading would mean to take away the same weapons and that changes grifball entirely. Heres a tip: Try charging at someone then thrusting right as they swing, this will cause them to miss then theyre open for a kill. There are ways to avoid trades but honestly theyre just part o the magic of grifball
> 2533274921838152;4:
> > 2535431623913003;3:
> > > 2533274921838152;2:
> > > This is exactly how grifball used to be, back when there were no abilities though EVERY 1v1 was a trade. Now theres the option to string together abilities to earn kills and stay alive. Grifball has improved so much and I love it, every “issue” was shared with the past iterations, nothing new here, trading kills is just part of grifball.
> >
> >
> > 99% of the 1v1 i had and i’v seen end up both dying. Yes i forgot to write about the bilities as a “pro” in this griffball. But it ends up as a cycle, respawn kill and die at the same time… respawn…
>
>
> While I do see your point, that kind of IS griball, know what I’m saying? To take away trading would mean to take away the same weapons and that changes grifball entirely. Heres a tip: Try charging at someone then thrusting right as they swing, this will cause them to miss then theyre open for a kill. There are ways to avoid trades but honestly theyre just part o the magic of grifball
Sometimes it works (i have tried it) but when they are in the lunge animation there is almost no escape. And that is not the magic of griffbal. Back in the halo 3 days (the father of griffball) the magnetism was so low that you had to calculate the enemies vlocity, the hammers range and the hammers impact range in order to calculate the moment when the enemie steps inside the impact range… Meaning that you had to pre-“hit” in order to start the impact range… but now that pre-hit will magnetize to the spartan making it a 100% kit. thats why most of the times both of the spartans die