1.0.2
- Updated coding of the Into the Void ultimate so that it now works correctly.
- Gave ult damage applier proper name for stats recording.
Now it's too strong, lace doesn't stop it now like it used to. This guy last night on office would run into garage, suicide die, kill 8 people every time, it's a little over the top now. It was turning the server into everyone shadow of the void just for a gimmicky ulti
I was playing molecule and it was pulling me out of my ultimate.. it never did that before....
Maynard - The WCS Guy
Not sure about the old server, but with the new one until the update necklace stopped you from being pulled into it, it did not however stop you from getting killed by the hole if you say walked into it or was right on top of it to begin with. I don't really care about the lace part as much as the black hole itself being extremely crazy now. This guy killed 5+ people every time he died. If black hole proc'd we lost. I wasn't even near it several times and still died. The range on it is unreal.
the ONLY thing that could fuck with molecule ultimate was wards as they would go through the ultimate and damage you, but not ever go bellow 1 HP as long as the ultimate was in play.
shadow of the void shouldn't be able 2 pull me outta my ultimate and pwwn me.
Maynard - The WCS Guy
The lace should prevent you from being pulled at all. When I was around them the other day my immunity prevented me from being effected by the ability. Currently everyone that is not immune gets pulled in however it will only kill those on the other team. I can filter it out so it will only activate if you did not kill yourself. I can also make it so that not only will it not activate if you were within range of someone with immunity but also if someone with immunity killed you it will not activate.
As far as the range goes it is logically infinity as I programed a gravitational field. We all know that gravity acts on an infinite distance. More importantly I did make the effects of gravity correct in that the force increases exponentially as you are closer to the source of attraction. At particular distances you should be able to try to run away from it. It could be that the force constant that the curve is applied to is too large.
Another balance (in addition to the ones above) could be to increase the duration of the effect slightly but reduce the distance of the point of no return.
BTW the point of no return would logically be the distance a user is from the target where it is imposable for them to escape.
---------- Post added at 02:47 AM ---------- Previous post was at 02:45 AM ----------
This is more of an issue with molecule and likely the way that it is freezing the player. The force is applied to a players base velocity so if that race is programed correctly it should not do anything when you are frozen.