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Old 12-07-2014, 09:42 PM   #1
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Bring back my old jumppad

Devs,

Why are you making these weak ass jumppads? All my scout conc priming is timed perfectly taking into account the speed and distance of the OG jumppad.

This is bs
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Old 12-07-2014, 09:52 PM   #2
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l2conc
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Old 12-07-2014, 10:31 PM   #3
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What if I don't want to use my conc in conjunction with the jpad? An example of a run I do a lot on Destroy is priming a conc, use jpad at front of base to sliding off mid-bridge ledge, which sets me up for concing up security ramp and to the next floor up, to flagroom. Using the jpad WITH a conc basically just wastes a conc for me, making it much harder to escape the enemy base.

It was a big deal when discussing lowering acceleration from 14 because due to a concern that it wouldn't allow you to be able to circle jump from destroy's inside balcony to cap point, yet such a big change to the jpad is just accepted?

*does not compute*
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Old 12-07-2014, 10:40 PM   #4
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Make an argument for WHY light O needs that benefit, not how it's different.

What you listed Kube was the entire reasoning behind the change. The jpad added an unearned and exceptionally easy level of consistency to scout and medic.
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Old 12-08-2014, 12:58 AM   #5
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After most of you left, we did a little testing on Shutdown... from the middle of the map(where the tunnel is, on top), no class could make a jump via the jPad onto the deck level where the cap point/entry is.

Not only that, the heavier the class, the more damage you took slamming into the front of the base wall. Even if the main door was open, you still took damage when you landed.

Somehow, I doubt that was part of the intention.

Haven't tried all of the other maps to see what affects this change has... but an organized test might be in order.
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Old 12-08-2014, 02:24 AM   #6
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Send a message via AIM to squeek.
This type of complaint really bums me out.

Some relevant stuff:
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