movement is very, very smooth. nice job.
i love the difference in rebel and combine footsteps. no more jingle/jangle, just different, subtle, and same volume. nice nice nice!
i still sense a slight delay when launching props out of the gg. but its much less noticeable than the previous version. could be my imagination, but i dont think so.
fast orb was spot on. like the blueball. hehe, blueballs!
no issues with yo-yo.
i muffed a few nade cooks while on the run. seemed odd a couple of times. i tried several times, but couldnt consistantly say something was buggy. the issue seemed to be the toss to gg catch. seemed like the toss was delayed sometimes and the model (on the run) would pass beyond the toss point and make the catch point miss, happened with both the regular toss and a primed toss.
still lose health when bumping into props while on the run. not every single time. but i tend to to bhop out of control, so thats just my issue. lol!
slams are still slams… buggy. the slow bolt can still be done. one time i threw all the slams to the ground at various points on the map, and when i threw down the last one… switched to a different weap, then back to slams to detonate them… i had no slam button to do so. some slams couldn’t be picked up with the gg, u had to run over them (map issue?). cooking slams is a bit tricky, if i switched to gg too quickly after the toss, the slam disappears… when switching back to slam to try again, the slam immediately tosses to the ground. so… slams are still slams. lol
i did notice that whatever model i started with, i retained that melee weapon… even when switching from reb to combine or vice versa… until i killed myself. that may be normal on a listen server. ive never tried it before.
i didnt play against anyone, just me bouncing around on a listen server. i’d really like to try this out with some other players!