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I wasn't aware of this public test build at all until today, and holy shit.... this fixes soooo many grievances I had with the jumping controls going back years!
I play tests a lot, so many of the issues related to double jump availability and timing, as well as the completely random nature of buttstomp recovery, hinder the experience a lot.
#5, #6 and ESPECIALLY #8 are absolute godsends in terms of making the movement feel good and consistent. Not having to worry about jump button buffering when doing short hops, or trying to time copterear double-taps gives so much added precision to the movement that I honestly have a hard time going back. Seriously, why is this still not in the mainline builds?! Consider adding this as a toggle for the next monthly update, please!
#9 definitely feels powerful, but is arguably a bit too lenient. A few bugs I encountered are that it's possible to chain the Spaz sidespecial just by holding the jump button after doing the first one for as long as you don't leave the ground, and it's possible to do all the sidespecials *after* jumping for a few frames if you jump from an entity (like a morph monitor, for example). This one I can live without, but it could be implemented in a way that only allows you to do it with a low velocity threshold (no higher than the regular walk speed, I suppose).
Overall, very good changes for the jumping controls. Get them into mainline!
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