I wonder how this would affect the new game mode. I haven't played it yet, but from what I've seen your running on a conveyor and you die if you fall off. If you can just fling over and over again that would provide a large advantage to somebody who does not know how to...
Self- Flinging / Momentum Boost - Fun Technique or Bad Exploit?
UnseenMind we can test later today with people who know how to do this shit
the cunts in quick are already abusing it. it does help on this map. miserable people
leave this shit for custom and play against fuckers like yourself. if you are playing quick, there's already a high chance you may be playing against people, who are new to the game, and then you decide to cheat on top of that. pathetic
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@Igor @UnseenMind It must be a huge advantage on Conveyor Belt. I played a couple of times tonight and you've got to keep rolling. I kept forgetting and died a lot. If you can fling then you can save a lot of energy while also remaining at the top. No-one did it in my game, thankfully. We had a number of players at < Level 10 and it would've been very unfair.
BugalugsNugget It will be a huge advantage if you use the spots that are between the belts. The ones that don't drag you back like the belts do. Then the full momentum of self-fling is gonna propel you way forward; However, if you try this on any belt, it won't be as effective. It is true that it depletes less at least twice less stamina than a roll would, yes. I would also consider it part of the reason why it's problematic.
Wrayyne As I mentioned in the OP back then, self-fling isn't just to hurl yourself over large distances. It generates a lot of momentum and can affect just about anything you can touch. You can use it to boost the Hockey Puck or Soccer Ball in the according modes, or even KO people point blank stronger than ever. So... yeah.
But even then, regarding the distance coverage. Take a look at this couple of videos. Newly discovered out-of-bounds-god-spots. On its own, it's great stuff like this gets tested and reported, however... You see how those spots are accessed? Yes, by the self-fling. Now try the same without using it and you will never get there (unless it's very rare occurrences of getting launched by weapons and you just happen to be grabbing the wall).
komikoza Good stuff as always komikoza
Let's hope these out of bounds areas get fixed quickly. It seems that the devs (and Chinese people in general) do not know abt the "fling" and so have not designed the maps with this in mind. I'm worried that sometime they will release a map that will get absolutely broken by the fling, because I'm not sure how they could prevent the fling without completely changing the movement physics of the animals. If any of y'all have any ideas though...
Nice work, @komikoza
What you’ve shown is pretty much game-breaking for Conveyor Belt, as in the latter stages of the map the conveyor goes so fast that you’re almost guaranteed to fall off. If you can instead camp out in the area you’ve shown then that’s a guaranteed win, right?
One thing I’m curious about is how these moves are treated in tournaments, especially if there are prizes. Are they allowed? I personally don’t use the fling because I feel guilty if I win a match that way. It’s just not as satisfying to me. (Hell, I feel guilty if I win just by using the nunchucks. I’ve been known to drop them and go hand-to-hand with the last man standing in those instances - usually losing!)
@UnseenMind, for preventing the fling, if they wanted to do that, it’d probably depend on how the physics engine is implemented and whether they’re using their own or an off-the-shelf one. It’s a tough problem to solve though as by changing this you could easily break other areas of the game (as you hinted at), and lose some of the more goofy things we see happen - which can still be a lot of fun (e.g. a player getting launched into orbit from the 1000T hammer).
One idea is to ensure that, when calculating the result of a player’s action, the forward momentum is capped to a sensible level. With the fling, the calculations seem to be coming up with a large value.
For instance, detect the button combination that leads to the fling (i.e. a heavy punch followed by a drop-kick). When the final button press is detected (the kick), if that would result in a fling, then still allow it to happen, but with a more sensible momentum. For example, do the calculations based on 50% of your stamina (or whatever). The drop-kick appears to be the main action that results in flinging, and with a normal drop kick, that’s already heavily affected by your stamina (i.e. if it’s low then you cannot do a good drop-kick). If it’s a fling, still use the stamina in the calculation but at a significantly reduced value.
Thing is though, I feel like I’m stepping into a minefield here. There will be those that love the fling, and it’s become a big part of their game. I feel the problem is more when it’s a) not a level playing field and you just use it to “wipe the floor” with those who don't use it, b) it’s used against less experienced players to constantly win, or c) is used to cheat the game mechanics. That last point is shown by Komikoza’s excellent video on Conveyor Belt, where they ended up completely out of bounds.
I'm thinking that your suggestion of preventing out of bounds movement might be the way to go initially, as that's the safest approach without potentially breaking the entire physics. It doesn't solve the problem of people using the fling against less experienced players, but it's a start, and can be done by refining the design of the levels slightly. There appears to be an invisible area in which you're allowed to move around (this can be seen on Ichiban, where if you stray too far then you die immediately). They could just shrink the invisible area slightly.
Personally, I want the self-fling to stay, largely because I think it's really fun in addition to being useful. When the game is loading, I like to fling myself back and forth while I wait. On the results screen photo, I like to sometimes fling myself directly at the camera right at the end so that I comedically splat into the camera or into the crowd. When I win in Last Stand, it lets me yeet myself off the map with style.
I do agree that there are ways it can be abused unfairly, such as the aforementioned exploits on Conveyor, so those ought to be addressed. It'd also be nice if there were some place it's taught in-game so that everyone can know about it, thus making the playing field more even.
Kepskip I have no idea honestly. Our gang thought it was possible on Typhoon the moment we discovered you can fling yourself over from one coast to another on Trebuchet, just never bothered to test it.
The clip itself was shared on PA Discord on 12th.
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komikoza oh alright, just for documentation and credibility reasons, after we toyed with the thought that it's possible before in private match, I did it on the 1st of december. I didn't make my finding public though. Would be surprised if anyone did it before that, but at the same time i don't know.
Igor we actually tried it early november before I made it first time, you can interpret into it that we tried with "it's too far away" because we initially tried to land on top, instead of holding on to the metal, I gave up after this until I made it without really thinking about it a month later where the clip is from but funny we had the same idea around the same time
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Adding new observations to this:
In a redesigned Wind Tunnel (higher platform), self- flinging is the only way to get on the platform from any angle when you're on the sides. This essentially bypasses the point of the redesign.
In a "15 seconds remaining" scenario on Conveyor (this is the time when the belt starts speeding until the end), self- flinging will guarantee win you the match vs players who don't do it or don't exploit the cheat spots (which is avoiding conveyor belt pull by standing in a specific spot (still a thing as of 2024)).
For the record, the question about flinging was asked in the DEV AMA channel on PA Discord (and remains unanswered as of now):