| Sep 4, 2026, 04:24 AM | |
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Remove /bulletpush and make "off" the new default
JJ2+ has a lot of commands, perhaps too many. When the three commands /bulletpush, /injuryknockback and /blastknockback got introduced, there was also hope that someday these commands wouldn't be necessary.
It's been a year since and I've had a close look at these settings again. One thing i'm noticing is that basically every server prefers hosting with /bulletpush off. Here's a couple of reasons: 1) Bulletpush is unpredictable. How much it pushes and in what direction might aswell be so precise that it feels completely random and unreliable to human players. So much impact and so much unpredictibility isn't fun in an competiive game. 2) Bulletpush is heavily impacted by latency. It's inherently not great to tie mechanical (dis)advantages to this metric. 3) Bulletpush on disables /injuryknockback completely. This is not intuitive that they don't work or how they work. Without bulletpush, the knockback from injuries is deterministic and gets far more simple to explain. 4) Bulletpush causes players to get moved instead of hit, sometimes moving into bullets they shouldn't be moved in, or moving away from them. So far, I've never heard people positive about this interaction. 5) So far there haven't been any counterarguments to keep /bulletpush on. Both injuryknockback and blastknockback still have their uses, mainly for race gametypes or ground force, or disabling RF knockback in tests. Having certain knockback strength options makes more sense than /bulletpush which is mostly just invisible, complex but yet impactful.
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| Sep 4, 2026, 07:57 AM | |
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Links provided just for reference so people don't have to go looking:
Description of the three settings in question Previous discussion Another previous discussion I guess And another maybe |
| Sep 5, 2026, 10:56 AM | |
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Thanks for these helpful links Violet
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