Reflex: debunking lolograde
So the argument was that the ability to turn in air sideways while aiming at a fixed point is something that would break the position centric metagame of Reflex/CPM. That's why there's wonky sideways movement in CPM, as a "conscious decision" to forcing players to either move or aim while moving fast - and the combination of the two was limited as a design decision.
I don't believe this was made by decision, I believe it's a side effect of other decisions without anyone noticing the side effects. And as you can see the said technique is already possible (it's also possible in CPM by the way). The problem I have with it is that it's wonky and inconsistent with the rule and physics of the other parts of the movement adding a total of three different movement techniques to Reflex/CPM, while on it's own being a redundant movement feature.
Follow this thread and see the full context of this debate about movement: http://www.reflexfps.net/forums/index.php?/topic/3829-reflex-and-cpma-movement-physics/&page=1
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