Mr Pants Excessive Deathball
Posted: 14-03-2003 14:34
Jump: Instead of just using the standard jump available, which allows some z-axis play and a reasonable boost possibility, DB chooses the spam quad-jump version which allows boosts covering half the pitch.
Power: Instead of using a range like that in BR, which would travel less than half the length of db-cube (promoting better teamwork), DB chooses to let you to launch a ball that goes further than the length of said map and then bounces around like a tennis ball.
Volley radius: Instead of making the timing for volley shots and volley interceptions (volleying a ball that was going to go over your head) a finely tuned skill, DB chooses to let you use this feature when the ball is upto two running steps away from you.
Volley power: Instead of solely giving volley shots the advantage of not having the charge-up time (like standard shots), DB chooses to further demoralise defensive players by making volleys 33% faster than a full power primary-fire shot and then reward the assist and scorer with extra points for a shot than was harder for the keeper to save.
Sprinting: Instead of making the stamina a valuable resource, to help make space on offence or recover a defensive weakness, DB chooses to allow players to sprint for upto 6 seconds (equivalent to half the length of db-cube).
Passing: Instead of limiting direct passes to a maximum distance less than width of db-cube (promoting a team moving up and down the field as a unit), DB chooses to allow players to pass accurately over a distance greater then half the pitch in db-cube.
Adding features to a game in excessive amounts rarely makes a game better (in terms of both enjoyment and tactical thinking) than if the feature was included in a conservative manner. Unfortunately, Deathball is not an exception to this rule...
Power: Instead of using a range like that in BR, which would travel less than half the length of db-cube (promoting better teamwork), DB chooses to let you to launch a ball that goes further than the length of said map and then bounces around like a tennis ball.
Volley radius: Instead of making the timing for volley shots and volley interceptions (volleying a ball that was going to go over your head) a finely tuned skill, DB chooses to let you use this feature when the ball is upto two running steps away from you.
Volley power: Instead of solely giving volley shots the advantage of not having the charge-up time (like standard shots), DB chooses to further demoralise defensive players by making volleys 33% faster than a full power primary-fire shot and then reward the assist and scorer with extra points for a shot than was harder for the keeper to save.
Sprinting: Instead of making the stamina a valuable resource, to help make space on offence or recover a defensive weakness, DB chooses to allow players to sprint for upto 6 seconds (equivalent to half the length of db-cube).
Passing: Instead of limiting direct passes to a maximum distance less than width of db-cube (promoting a team moving up and down the field as a unit), DB chooses to allow players to pass accurately over a distance greater then half the pitch in db-cube.
Adding features to a game in excessive amounts rarely makes a game better (in terms of both enjoyment and tactical thinking) than if the feature was included in a conservative manner. Unfortunately, Deathball is not an exception to this rule...