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Yep. There was no risk/reward or smart playing in competitive quake where cash prizes were on the line.
You been playing games long? :P
- 6 years ago@Anlbrd the endgame is not the focal point of the decisions per minute that players make. Healing is a risk/reward based on: I have low hp, if I stop to heal I might die. I have low hp, if I stop to heal I have more hp. Is the chance of death worth the extra hp and subsequent reduced chance of death?
Instead, bunny hopping makes it so: I have low hp, I am unlikely to die if I heal despite doing it literally right in front of people shooting at me, so I will.
It is truly disappointing that you dont understand such a basic concept.- 6 years ago
@VhaleiI can try a clutch heal while walking away, or I can try a clutch heal while bhopping which is more difficult than just walking away but offers more advantage if I get it right. -The game involving this had a higher skill cieling. There was more to learn, more situations to use it in or not, more variety in how people played (I use a controller with toggle crouch, bhopping was never going to be a strong part of my playing).
You make it sound as though bunnyhopping made people invincible so they could heal infront of someone spamming them with a spitfire.
The risk/reward considerations still existed with bhopping, it didn't take any of that away. What you've said the effect of bhopping was is categorically untrue :S People got shot and killed whilst bunnyhopping.[edit] - you are right though, I absolutely 100% do not see your point :S
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