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Plutonium

Opticrexundefined

Opticrex

@Opticrex
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Recent Best Controversial

  • AMERICAS SERVER
    Opticrexundefined Opticrex

    Byshyno20 I am the owner.

    Reality check for you, 90% of players are on this client for nostalgia. They play for a short period and move on - you’re in the minority who stay long term. What Pluto's version of the game needs is balance, without outright class bans or easily exploitable mechanics.

    You even said it yourself: "..this might be BO2, but it's not the original game".

    General Discussion

  • AMERICAS SERVER
    Opticrexundefined Opticrex

    Byshyno20 There’s a difference between disliking a mechanic and disliking how that mechanic is being abused.

    Map flow also matters. Plutos 18 player limit alters vanilla spawn behavior, which is why most respawn modes experience frequent spawn flips or erratic spawns. Slightly reducing overall movement pace improves this significantly.

    Since removing infinite sprint weeks ago, we've been considering increasing sprint duration with Extreme Conditioning, from 8 to 12 seconds. Infinite sprint completely invalidates that entire perk, which undermines BO2’s great loadout design system.

    General Discussion

  • AMERICAS SERVER
    Opticrexundefined Opticrex

    Byshyno20 Infinite sprint was disabled intentionally, yes - and likely will not return unless there’s a stronger justification than “it’s uncomfortable.” You're a good player, you'll adjust quicker than you think.

    I agree that infinite sprint paired with no jump fatigue is superior feeling movement in BO2, but it promotes excessive and unnecessary jump abuse.

    BO2 was also not really written with bunny hopping in mind that this combination enabled. Consecutive jumps frequently bypass the grounded movement state, which in turn breaks landing animations and causes the player to appear frozen between jumps, effectively looking like they’re floating.

    It came down to removing either infinite sprint or no jump fatigue. No jump fatigue was kept because it improves immediate, micro-level movement control, while infinite sprint mainly affects long-term movement uptime.

    But like Dec said, you can't please everyone.

    General Discussion
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