The Momentum team have been discussing bounce jumps and their place in the game internally, and would like the rocket jump community to have some input.
Bounces are a difficult mechanic to get functioning how we would like them to. By their nature there is an inherent "RNG" to them when people aim for a bounce without a consistent setup, or by doing them mid pogo jump. Doing so can be much quicker than completing stages the intended way, but also involves a lot of luck, which Momentum Mod aims to remove as much as possible and keep gameplay more skill based. We aim to remove angled bounces as well as walkshoot setups, as this can make levels faster to speedrun depending on which rocket launcher you use.
The easiest fix for the randomness is to add a trigger entity to allow bounces at jumps where the intended way to complete the level is by doing a bounce jump, but this will remove all speedrun strats involving unintentional but consistent bounce setups in already existing maps. This also creates the problem of not knowing which bounces were intended in maps where the map maker is no longer around, and adds more steps to the map porting process. Would you guys miss having more options for completing stages in faster ways if this is the route we take?
The other option is much more difficult, which is finding a way to remove random bounces while still keeping consistent setups working the same as they do in TF2. This would allow unintentional skips on stages and keep rocket jumping closer to Team Fortress 2, but without the randomness. We have the ability to do this through game code but it is potentially a ton of work, and dev time is spread thin over other areas of the game, so it would be nice to get some feedback on if this route is worth taking.
EDIT: Basically what we're asking is will people miss unintended bounce strats? Randomness is absolutely getting removed, it just matters how we achieve that.