As seen in CS:GO 2, the Viper's Pit will slightly disperse around the trajectory of bullets that pass through it. Secondly, the Viper's Pit will be affected by bullets and grenades. VIPER BUFF: Enemies entering the Viper's Pit will no longer see ENEMY OUTLINES on Viper, making it harder to eliminate the scientist. Viper's Pit would seem to fit well with this mechanics change, and I will follow-up with an in-depth explanation to cover potential balancing problems regarding this change.įirstly, the Viper's Pit will maintain Decay and Nearsight as the effects of entering it. Parts of the smoke cloud are dispersed when bullets fly through them OR when grenades explode, and after a very short while (in order to maintain the in-game effectiveness of the smoke) the gaps are filled with smoke again. In the mentioned game, which I have chosen to point out the good quality of smokes, we can see how interactive the mechanics are - especially if we focus on interactions with guns and grenades. I will reference some mechanics from CS:GO 2. Why not make changes to give Viper a more realistic and visually intriguing ultimate? It has well-defined margins - uncharacteristic for gas. The exterior looks like anything BUT a cloud. The inside of the pit is a simple greenish colour combined with Nearsight, however, this mechanic does not give Viper's Pit the actual feel of a giant smoke cloud. ![]() ![]() ![]() It does not look like smoke from the outside. I would like to forward a very interesting mechanics idea in order to rework Viper's Ultimate (VIPER'S PIT).Ĭurrently, at maximum graphics settings, the Viper's Pit lacks realistic visual assets.
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