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Sidekicking powerups

Violet CLM

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Apr 17, 2026, 12:50 PM
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Sidekicking powerups

I was talking about this with Naps recently but thought it would be a better idea to open it up to public discussion.

When you destroy a powerup monitor using a buttstomp, sidekick, uppercut, or spinkick, you're supposed to get +25 ammo of that weapon in addition to powering up that weapon.

A JJ2 bug, however, means that the powerup takes an additional tick to count as fully destroyed. In many cases, this means that you will actually collide with the monitor two ticks in a row and get +25 ammo twice, for a total of +50, which is coincidentally the maximum ammo in multiplayer.

"In many cases" is important here: this doesn't happen all the time. It happens most often with Spaz, but even then it doesn't always happen, sometimes you start pretty close to the edge of the powerup and move away from it. Jazz has a harder time, especially in local games where powerups are solid: he has to stand on top of the powerup to uppercut it, and is very unlikely to get +50. Lori I don't even know. So in addition to feeling random, this mechanic seems to be a Spaz advantage, and Spaz doesn't really need advantages.

The way the game was intended to work would be for destroying powerups to always give you +25 and never +50, but I don't think people would like that, it's contrary to all our experiences. Instead, I think it would be better if kicking and uppercutting powerups always gave you +50.

Buttstomps, though, should still give you +25, there are levels that rely on that assumption.

Thoughts?
DanZeal

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Apr 18, 2026, 10:55 AM
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Quote:
Originally Posted by Violet CLM View Post
Instead, I think it would be better if kicking and uppercutting powerups always gave you +50.
Agreed
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ShakerNL

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Apr 18, 2026, 12:51 PM
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I think it's safe to assume that the majority of multiplayer levels uploaded to j2o have these monitor power-ups placed with +50 ammo in mind when using the special move. Shooting a PU monitor should always give +20. If you really want to play it save, a command toggle could be made for this.. but then again, levelmakers can specify the amount of ammo a PU monitor should give by using Angelscript.
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Superjazz

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Apr 18, 2026, 11:02 PM
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Quote:
Originally Posted by ShakerNL View Post
I think it's safe to assume that the majority of multiplayer levels uploaded to j2o have these monitor power-ups placed with +50 ammo in mind when using the special move. Shooting a PU monitor should always give +20. If you really want to play it save, a command toggle could be made for this.. but then again, levelmakers can specify the amount of ammo a PU monitor should give by using Angelscript.
Agreed!
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Primpy

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Apr 21, 2026, 01:18 AM
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Fine by me!
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SpazZTRoN64

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Apr 21, 2026, 02:10 AM
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As the old saying goes, after a while it's no longer a bug but a feature, so making the "bugged" behavior more consistent is a fine way to go.
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