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[SOLVED] Walldiving + slamming is not counterable

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Lunatic
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Re: Walldiving + slamming is not counterable

Post by Lunatic » Mon May 02, 2016 11:15 pm

I'd just do the tackle into wall with a caught player cooldown. Changing anything else would actually hurt the game's pacing - this just nerfs walldiving with players, which is the real issue at hand.
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Originally posted by Gurt
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KliPeH
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Post by KliPeH » Tue May 03, 2016 12:21 am

Lunatic wrote:I'd just do the tackle into wall with a caught player cooldown. Changing anything else would actually hurt the game's pacing - this just nerfs walldiving with players, which is the real issue at hand.
[Failman] wrote:This I can understand but why did you add the second solution? The first solution solves the problem so why do we have to knee after dive attacking? Wouldn't this just harm the games pacing?
I'm assuming he was just offering an alternative to the first option. Implementing both would be an overkill. I'd like to have a cooldown between walldives with a grabbed player as well, it sounds like the optimal solution.
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Post by Gurt » Tue May 03, 2016 5:45 pm

Just to clarify after some additional discussion with Hjarpe - the only adjustment we will make as a first step is the following:
"If you dive into a wall with a caught player the cooldown for your next available dive will be increased to prevent you from spamming dives."
If stunlocking with wall diving is still be a problem after that we will either increase the cooldown even more or adding the full kneeling.
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Post by Gurt » Thu May 12, 2016 11:02 pm

Added to Pre-Alpha 1.9.0:
If you dive into a wall with a caught player the cooldown for your next available dive will be doubled to prevent you from spamming dives.
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