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originally posted in: SRL feedback #2
Edited by Master2873: 12/13/2015 6:16:45 AM
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They should just remove player collisions all together... We should be clipping through each other and most issues would be fixed... Though don't get me wrong it could cause more issues as well. Also, the game type should not be SO dependent on the boost gates. Regardless if you have boost or not, it still takes away from your initial speed which is dumb. The boost you get from it is the reward and the punishment is obviously not getting the boost. We shouldn't lose 20-30%+ of our current speed for not hitting one if you got pushed out of one because people think it's a -blam!-ing destruction derby...
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  • The primary reason for the boost gates is because of trick sparrows not being overdrive sparrows. In an ideal world? We would have both. We could do tricks and using LB + RB to overboost. But this kind of diversity also adds to the reason for the boost gates competitiveness and being in 1st place with smaller gates, ect.. To be honest? I don't think their is a simple solution for the gate dependency or not. I see a lot of issues with the 7 second overdrive of Timebreaker from VoG and graverobber from CE HM and if you did reduce the dependency on the gates? That means counterbalancing those abilities in the sparrows. With all the modifications? It's a loaded basket. One which could potentially disinterest some players while applause from others. I'd leave this test idea for SRL 3.0 so they really do have a lot of time to lock things in. Smaller things could be used for SRL 2.0 though.

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  • Edited by Master2873: 12/13/2015 6:40:01 AM
    They should be treating this like stock car racing to begin with. We all should have similar, or exact sparrows. Hell, there's restrictions and classifications in racing for a reason... It's not like it's fair for a Ferrari to be racing a Prius... I'll stick to my guns about the collisions being turned off that would at least fix a few things. Though the lag would still be an issue without a doubt. It's also funny how the sparrows react entirely different in patrol than the races. I don't get steam rolled by my fellow fire team members (though the difference is 3 less players) like I do in races, and the maps are essentially larger and have more objects loaded in... It just seems like something serious is going on. Also, to note, I'm playing on the 360.

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  • [quote]They should be treating this like stock car racing to begin with. We all should have similar, or exact sparrows. Hell, there's restrictions and classifications in racing for a reason... It's not like it's fair for a Ferrari to be racing a Prius...[/quote] Destiny is a game built around sparrows. You and I are pulling from Nascar and Motocross/supermoto. It's going to be different. That could be one of those differences. I agree with the anti-bump policy. No need to stick by those guns.

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