Comments (3)
I think the hook should stay as it is. It is exploitable, just as bunnyjump, rocketjump and other things people can't master from the start are. It's just part of what new players need to master I'm afraid. :)
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I agree that CTF is not CTF without the hook and while I see that well used, a hook can give a tremendous advantage, it takes skill to master the hook like that and anybody can learn that.
Spamming the hook is only useful if you are precise enough to be able to aim where you want (using non straight patterns) and can take advantage of the momentum to shoot somewhere while you're drifting away.
I would not touch the cooldown of the hook (plus it is affected by the haste rune, which the guy from the second video has most of the time probably for that purpose) but I'd definitely remove something that bugs me in those videos : hooking up in the sky! That should not be possible in open sky maps to just hang from clouds like that 🛫
from ktx.
Because he didn't put it here... ([DP]BLooD_DoG)
sorry @deurk @mushi but I'm going to push back on any change to the hook @ https://github.com/deurk/ktx/issues/78 , including removing hooking to the sky which would totally break maps that were designed for that (like ctf5 in one of the examples)
GitHub
CTF: hook cooldown · Issue #78 · deurk/ktx
There's a problem with qw ctf, a problem that frustrates new players. to the point that ktx ctf has a variable to disable the feature. I'm talking about the hook. The hook is fun, t...
we're not all old farts who can't use the hook as intended, we actually just played some CTF in NA 2 days ago and I was just as fast as in the past :stuck_out_tongue:
it's like saying that bunnyhopping wasn't intended (it wasn't) so we should remove it because some people can't master it
although it's not exactly that because the hook was intended to be exactly as-is
at its peak there were thousands of players and tons of clans and tournaments that all used the hook in this way
when ultimo ported threewave CTF to KTX (I helped him with lots of testing), he added /nohook command just as he added /norunes, /noga, etc. for flexibility, not because the hook is broken
a slower hook with cooldown is what was implemented for q2ctf, which is why almost no qwctf player moved to q2ctf and it didn't become as popular (same reason most tdm qw players never moved to the later quakes, they're too slow and don't feel right)
@deurk the example videos in the issue are on ctf5, and actually the map requires hooking to the sky to access some parts, so we shouldn't disable that ability
See up there, there are 2 critical teleporters that lead to a secret red armor room in enemy base, that's the only way to get there
technically you could change your angle a bit and maybe hook the side of the teleporter or wall just next to it, but then you're making it much harder for noobs to get up there since you have to be very precise
that part was intended to be accessed by hooking the sky
i'm sure there are many more examples where disabling hooking the sky would break a classic ctf map
from ktx.
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