I'm probs going to get a bit of backlash for this one but I've always felt that running flags on ComboGib is so much more punishing than on reg IG. Not only do they have limited mobility not being able to use the hook but also can't make the same gaps/obstacles that defending players can. They are right on you like files on shit.
There would be more incentive to run flag's and more matches would cap out rather than timeout if this was enabled.
I've played a number of CombGib pug's with it enabled and it seems to fit in nicely.
Use momentum from the grapple before you grab to make up for the limited mobility. I don't think I've ever played with double jump flag in any IG related CTF. I think most UT2004 iCTF servers had double jump but only single jump once you grab unlike UT99 where its all single jump all the time.
Oh I'm not opposed but the Puggers wont be happy since most haven't figured out why people use Combos on a Combogib server. Oh quit shooting me with those noob balls I used to play in a league that died years ago so i"m to leet to do anything other than primary.
Zim this would atleast break 1 very popular map i dont remember the name of, the one with a big wall with glass seperating the teams and big pillars with high ceiling .
I get the argument for allowing double jump for flag carriers on combogib and it does make sense that it could help matches cap out quicker or more often.
That being said, one of the driving forces for playing games is the challenge of acquiring various skills and the reward/accomplishment one feels as they become better at and/or achieve their goal. There are a bunch of nuanced skills that go into becoming a good flag carrier in ut99, as we all know. These challenges, along with many others in the game, keep the game fun for a long time.
Here are some examples of the challenges that others were starting to mention; some in the original game, some created by map designers, and others that come from the modifications that we play with on combo or glitches etc.
Getting over the initial anxiety of grabbing and having multiple players simultaneously shoot at and pursue you
Once calm while running, you begin to be able to move in unexpected directions instinctively throwing off pursuers
Proficiently dodging up ramps, getting good at lift jumps, dodging difficult gaps using map geometry to make unexpected routes or getting to unexpected hiding areas
Boosting and launching which require a teammate's help
Dropping the flag through windows, thin walls, glass, or up a wall
Grabbing with the momentum from grapple
Dodge-jumping through the flag to grab (can also be done with boots)
On the FNN combo servers you can also do shockball jumping with no health penalty
Probably other things I'm forgetting but here are a couple videos (not mine) which show some of this stuff:
These things do apply but not on these overcrowded frag maps designed for 2v2 matches.
It's a slog and the only real way to get flags out is to lame the hell out of the other team to achieve it.
At least the flag would make its way a bit further down the field before its shot down by 8 crosshairs trained on it.
Covid_A_Swab you don't need to feign bind feign and double jump to a single key and use it for a flag drop key. I don't know why but you can type dropflag into the console but you cant bind it even though you can on every other version of UT so its no hax. Almost forgot you can just fire the grapple at your feet to drop flag also.