While it would fly at the same speed as other rings (perhaps just a hair bit slower) it would only work well on targets that are stationary or don't move a lot, and since most Railers tend to be stationary or slow-moving when they snipe, it almost seems logical.
So you think that shooting slow rings at someone who is at a distance which makes the rail ring effective would be useful? Wouldn't it be much easier to simply shoot back at the slow-moving/stationary target using a rail ring? Where is the benefit of a homing ring in that situation?
Again, simply shooting a rail back isn't an option?^^Often at times Railers will always camp at the highest possible foundation of land they can reach, and players trying to throw a Bomb Ring from a lower altitude would be much harder to hit since it's easy for the Railer to dodge the bomb. Grenades wouldn't work since they have a very short throwing distance.
It still sounds hard to balance and hard to implement in a way which doesn't make either the cloak or the other weapon rings useless. Also, using the cloak might make the rail ring even more powerful - you can't even shoot back with anything else than a simple red ring.This is not a 100% invisibility, you can still be seen, but only as a shadowy black figure that is 20% visible (80% invisible). The idea of only allowing clockers to sling normal Rings is to prevent the idea of "invisible Railers" who abuse both the cloak and the rail rings, or the cloak and any other form of "uber" weapon ring. You could only hold five Cloaks at a time (with one being added on each pickup), and after each use, you must wait five seconds before you can use another. Also, you would be silent while using the cloak, however any Rings that you toss would make a sound. Unlike the .soc you linked to, uncloaking would not make a sound.
You might be too slow...Shield monitors are few and far between in matches, and by the time you reach one, another player will have very likely taken the shield for themselves.
...and might want to practise aiming. :-)Some of them are in really ridiculous areas to reach and their hitboxes are so small that it's very easy to miss if you try to Thok/Glide or spindash into one.
Why is the game unbalanced; why is anything "overpowered" if everyone has the same chances and those with better experience / better aiming get more points?
Sorry, could you rephrase that? What I meant is that you try to "fix" a problem which already has a solution called "shields".Sure there will be a new handicap in 2.1 that gives every player not in the lead a standard shield upon spawning, but in the case of trying to collect additional shields or a better shield.
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