SAA wrote:@Khally, the whole point of posting in a forum isn't just to get your opinion out, but also to publicly discuss it for all to see. You state your opinion like its fact without using any evidence to back it up. This warrants for a discussion.
Really, this is just basic middle/high-school physics. Speed is always relative. Position is always relative.
Ex: Person is moving at 0 mph relative to car, but is moving at 60 mph relative to the ground.
Ex: If two people are moving at 60 mph in opposite directions, relative to each other, they are moving at 120 mph. That's why head on collisions are more violent than when one hits the other in the back.
Ex: If person A is moving at 50 Mph right, and person B move at 60 mph right, relative to person A, Person B is moving at 10 mph.
Ex: Person without seatbelt gets launched out of car when he slams breaks at 60 mph, or gets into a car accident (which usually accelerates the car, while the separate entity inside is still moving with X Velocity due to inertia
Ex: Person driving in car with a bat has much more force than a running person with a bat. (relative to the perpetrator, bat is moving at his swing speed) Relative to victim, it's moving faster than 60 mph.
Ex: Throwing a ball while running gives it more distance than standing and throwing it.
This was also discussed and resolved in the third page.
viewtopic.php?f=2&t=8108&start=20Equation for calculating velocity
If you disagree, I would like to see your sources.
http://lmgtfy.com/?q=Relative+Velocity
tl;dr: This update is fine. It makes sense, is physically correct, and solves tons of ridiculous issues. I understand not implementing complex physics, but this is quite basic and easy to understand and apply.
I find it quite funny that you are explaining physics to me, from all people

Yes, the physics are 100% correct. I don't argue with that, so I'm sorry you had to go through the trouble of putting that (great) example into writing.
The thing is: It's only applying IN FRONT of the player. The range remains the same when you are shooting backwards. And you still fire horizontally in a straight line. This makes the whole hooking more inconsistent, because it's not applying the change all around.
I'm sorry that you thought I was questioning the physics behind the new system.
