Old School
💻 Oldtimer
But the damage is delt before the explosion sprite has reached maximum size. So making it bigger wouldnt help if the sprite wont engulf you instantly.
Ok i see - but i look forward to what sonic talks about, setting it to advanced when playing with ma bro on lan then should give some faster arrows i guessharSens said:The arrows can't show much faster, already the higher pinged players have trouble seeing them on time. Al arrow presses have to be checked server side to prevent clientside arrow matching hacks. We will probably assign more buttons to blocking attacks later on (by example separate kick/punch blocks). I also like to see a string of, say, 3 block arrows you have to match on the heavier attacks, instead of the current 'more change of a random' thing.
The double tap is currently checked server side, which makes it kick in too late on some occasion. This wil be fixed later on.
As for the explosion size, this is just a graphical glitch that will be fixed later on. It doesn't really matter that much for the gameplay experience, since damage is dealt before the explosion is drawn anyways.
Don't expect to see those changes in the patch though.
To be honest, I prefer it with the swoop delay. It means that you need to learn tricks to get around it; chain swooping, swoop jumping (still possible once you get the hang, by the way), and simply dropping out of fly mode are all good, especially mixed with beam jumping and teleports.SoulStriker said:I do believe that this is one of the few disadvantages to 1.2 swooping. It takes longer to start. If anyone says "oh no it dosn't, its only 1 more button", then you have never really played ESF, where every half of a second counts.
You can do it now, use the CVAR's Joe made, make your server have fast melee. The only difference, is in the patch, it will change the variables for you.I suggest making a cvar(if it's already point it out to me please ) for making the arrows come by faster
Melee Variables said:am_maxextanges : 4
am_mediumrange : 0.900
am_minrange : 0.300
am_percentblocked : 0.750
am_prepunch_delay : 0.200
am_prepunch_delaystruggle : 0.100
am_prepunch_driftspeed : 280
am_prepunch_max : 12
am_prepunch_maxstun : 6
am_prepunch_mincombo : 3
am_prepunch_stunperpunch : 0.750
am_strongrange : 1.350
am_struggle_arrowtime : 0.500
am_struggle_enddelay : 1.500
am_struggle_maxarrows : 6
am_struggle_maxextanges : 2
am_struggle_startdelay : 0.750
am_wallstick_canstick : 1
am_wallstick_maxtime : 2
am_wallstick_mintime : 1
am_weakrange : 0.500
Not for nothing, but...if the beam is that close to you that the only way you can escape it is by a bound teleport script, then you deserve to die. You should've gotten the **** out of there when you saw the damn thing coming! Now that we can spin the camera during almost every move worth mentioning, there's not much of an excuse about getting beam-ambushed anymore. They are huge glowing brightly colored sperms of death and destruction--how do you miss them until that ABSOLUTE last second? Don't blame the game because you're not being attentive to your surroundings. Besides--everyone's got to die sometime.You have to be ahead of the game, now. You can't just bind teleport to mousewheel and have a safe route out; you need to use a degree of skill against average-and-above players.
The mods are neutral...they don't hold vendettas, and if they do, you come and speak to me about it...there are reasons for thread closures, and when it comes to threads about "players who hate a game too", it is likely because there are already more than enough outlets for people to make constructive comments in...such as this thread. If you're joking about the mods being against you....then please, try to find something a bit different to say about that. When I hear that people think mods are against them, I tend to try and step in.@lv/n said:THAT'S IT!!! i start a thread for players who hate a game too and it's closed and this 1 is not closed why????? i think mods are against me...
anyways i'll go on topic... the only thing i hate on 1.2 is that piccollo's special beam cannos shoudl stay in his fingersuntil it explodes... that's all... how can any1 hate ESF 1.2??
Well, the way I see it, in 1.1 you automatically targeted and swooped towards someone, and delivered an immediate hit. Or, you could trick them by using combinations of swoop and teleport, and get the advantage. Then, you would keep the fight going by teleporting into them and hitting them once more, and so on, and so on.MyStIc~ShAdOw said:I certainly must agree with some ppl....there is one thing that ruined ESF 1.2......skill simply said, there is no real skill needed anymore, you just swoop up to someone, press some directions and voila, ur done.....in 1.1 u atleast needed more skill to attack a person (i know, swooping is still the same, but im more talking about the teleport delay, its only like 0.15 secs but u can notice the differnce alot)
Before you complain about the game please read my dev journal, we fixed a lot of those bugs ( including limiting throwing to 6-8 prepunches ).some random guy i dont want to look up said:Sorry to say my good friend, but it is quite possible. I do it any time I need to throw someone. Even if they resist, the throw will still go through, quite nicly in fact, leaving me with virtually no KI.
This is the best idea ive heard in a long time, I do think simple melee cud do with a little tweaking, but the new melee system is by far my fav.Scruffie said:My crits on melee? Make the simple melee in 1.2 more like 1.1, slightly. Allow people to perform more combos with them. Keep the combo system, it owns (but once combo is selected, keep the prepunching going so the gap in melee is gone, keeps the feel fast paced), and those ideas of HarSens would just add to the fun.