Volleying
Posted: 09-03-2003 13:58
Volleying has its place as a feature in Deathball, but as far as Im concerned, the rules governing it have always been excessive.
As things now stand in 1.6, you are able to volley the ball when it is 290 units away from you, if the last person to touch the ball was from your team. That is the equivalent to 4 walking steps, or approximately 2 running steps.
Put an object on the ground and then stand 4 metres away from it... How obsurd does it feel to be told you can launch that object with significant velocity from where you are standing, using your foot?
When a striker uses a volley shot, the keeper gets less time to react than if a primary fire button shot was taken, due to the absence of approximately 1 second of charge-up time.
Baring this is mind, why do volleys have at least 33% more velocity than a fully charged primary fire (which is not easy to save when aimed well, travelling at 30 m/s)?
Then there is the issue of offence having a larger volley radius than that of defence. While defenders have been improving their use of punting to get strikers away from an intended wallpass, strikers have been improving their agility in the air.
Version 1.6 was the first edition of Deathball that put all outfield players on an equal volley radius. It did not result in the elimination of volley goals, it merely gave defenders the opportunity to actively clear a dangerous ball, instead of hoping that they got their punt on a striker well timed.
I, probably like many other defenders, would have no complaints about the current volley rules if a workable offside rule was in place.
Being able to frag any striker in your own penalty zone is now a null ability for outfield players, as the real warzone is situated about 300 units outside the penaly box, where strikers are able to rain volley spam.
Its of no surprise to me that a tiny percentage of Deathball players want to specialise in being keepers or defenders, as they are fighting with arrows against nuclear missles...
As things now stand in 1.6, you are able to volley the ball when it is 290 units away from you, if the last person to touch the ball was from your team. That is the equivalent to 4 walking steps, or approximately 2 running steps.
Put an object on the ground and then stand 4 metres away from it... How obsurd does it feel to be told you can launch that object with significant velocity from where you are standing, using your foot?
When a striker uses a volley shot, the keeper gets less time to react than if a primary fire button shot was taken, due to the absence of approximately 1 second of charge-up time.
Baring this is mind, why do volleys have at least 33% more velocity than a fully charged primary fire (which is not easy to save when aimed well, travelling at 30 m/s)?
Then there is the issue of offence having a larger volley radius than that of defence. While defenders have been improving their use of punting to get strikers away from an intended wallpass, strikers have been improving their agility in the air.
Version 1.6 was the first edition of Deathball that put all outfield players on an equal volley radius. It did not result in the elimination of volley goals, it merely gave defenders the opportunity to actively clear a dangerous ball, instead of hoping that they got their punt on a striker well timed.
I, probably like many other defenders, would have no complaints about the current volley rules if a workable offside rule was in place.
Being able to frag any striker in your own penalty zone is now a null ability for outfield players, as the real warzone is situated about 300 units outside the penaly box, where strikers are able to rain volley spam.
Its of no surprise to me that a tiny percentage of Deathball players want to specialise in being keepers or defenders, as they are fighting with arrows against nuclear missles...