Or how about...don't iOD yourself out of position? Why use iOD to block anyways? It's not like it really does much good if someone uses OD and regular BBing does fine if they aren't OD. Am I missing something about iOD against OD? (I'm new to HoF position) Just fyi, I'm not condoning the use of mortars on the flag stand. I don't like it either. I just don't see iOD on first capper and then mortar on the second as he gets away as being that great of a plan.
...iOD was messed with and got fudged up. [...]
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Go on, elaborate.
And I thought this thread can't get worse. Sent is LITERALLY fine the way it is, I don't see why do we have to give iOD 'it's own uniqueness'.
Oh and although LOD surely has a greater acceleration force than iOD, iOD cannot be 'canceled out' as you call it. iOD can however cancel out any other OD type; so can a player who's simply skiing really fast or just standing there. OD is 'uncancellable' at the beginning of it's duration, but later on it can be cancelled by decreasing the speed of the enemy below *insert actual value here, about 85*. Hence a skilled HOF can use iOD to cancel out some of the OD grabs that he encounters, especially those that take a longer pre-grab OD to dodge mortar. Perfect balance IMO.
I believe that change happened a while back, when the whole physics of the game changed. But the game, back then, was Fallen Empire: Legions. I think it was made in conjunction with the Fall Damage implementation. The Sentinel back then, had a better iOD and would blow away the enemy Capper, no matter how fast he was, or whether he was in OD before he hit the Sentinel or not. I think the iOD also had a larger AoE back then, but of that I'm not sure.
No, iOD actually got nerfed (or better: balanced) back then, and that was years ago. I just want more on the "messed with and got fudged up" part.
No. But honestly, just stop thinking about it.[...] I guess it was cut off in the front [...]
If Sentinel is as "LITERALLY fine" as you say it is, then we won't have so much whining in the game servers, and even this thread, for that matter. And by the rest of your post, I can see that you misread mine. It was my suggestion that the iOD needs to have the power to cancel the LOD of any player, when brought into contact. In it's current state, iOD is useless when used against an enemy in LOD.
Gheist stop being a superintelligent being and learn to understand people better, because you're terrible at it. I myself don't get why is it called the 'wake'; it might be because although I've been speaking English 'fluently' for ~6 years now I'm not a native speaker. Neither is Mahidhar it seems, "duh".No, the "OD wake" is what pulls others in behind you, which is why it's called "wake", duh.
Look up the meaning of the word "wake", think about it, apply it to Leejunz (or specifically the posts above), voilà.[...] Gheist stop being a superintelligent being and learn to understand people better, because you're terrible at it. I myself don't get why is it called the 'wake'; it might be because although I've been speaking English 'fluently' for ~6 years now I'm not a native speaker. Neither is Mahidhar it seems, "duh".
My point was: you've exploited the fact that Mahidhar didn't know the meaning of 'wake' to dismiss his argument saying that iOD is incapable of pushing a player, only of pulling; while any other loadout in OD can push and pull at the same time.Look up the meaning of the word "wake", think about it, apply it to Leejunz (or specifically the posts above), voilà.