That’s actually pretty small for one of their patches. Usually they are 1.4gb IIRC. They don’t do file updates but instead replace everything. It’s cleaner to do this with fewer issues but it has a trade-off with costing people more bandwidth and time.[/quote]
Since that KILLPARTICLES was blocked,i have a question. Does that goes for next merc(as preparation to give him) or just for waiting on Red Eye and Stoker?[/quote]
Probably just to stop exploits, but definitely a good catch. Normally we get a merc role call video the Monday before the patch though. So keep your eyes open next week?
[quote=“Eox;57178”][quote=“Raw;57125”][quote=“BanditFleshpound;57121”]Good hotfix(some hitreg and turn speed fixes are not bad) but still it misses something.
Fletcher fixes[/quote]
Somewhere, deep in the void, all of the magical missing sticky bombs are laughing at us.[/quote]
I want those back ! :([/quote]
In truth, it probably is so that Fragger and Nader are stealing Fletchers stickies because they’re jealous.
That’s actually pretty small for one of their patches. Usually they are 1.4gb IIRC. They don’t do file updates but instead replace everything. It’s cleaner to do this with fewer issues but it has a trade-off with costing people more bandwidth and time.[/quote]
Ah right, thought that might be the case. I usually don’t mind, but I’m using a dongle with a monthly download limit at the moment, so I have to pay attention to how much I use.
That’s actually pretty small for one of their patches. Usually they are 1.4gb IIRC. They don’t do file updates but instead replace everything. It’s cleaner to do this with fewer issues but it has a trade-off with costing people more bandwidth and time.[/quote]
Since that KILLPARTICLES was blocked,i have a question. Does that goes for next merc(as preparation to give him) or just for waiting on Red Eye and Stoker?[/quote]
Probably just to stop exploits, but definitely a good catch. Normally we get a merc role call video the Monday before the patch though. So keep your eyes open next week?[/quote]
If i catch with that one,i could spend my 50 k(which was on the next merc) on cases. >:)
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.
Played a couple of rounds and I like this melee version. Feels good the weapons are better defined now. knifes: short range, high mobility both in and out of the fight. The katana/cricketbat? (didn’t test it) longer reach, higher damage but slower and longer recovery times.
knife loadouts on phantom, make sense now.
I would go with knife if you are more gun focused since the gain in movement speed means better positioning. If you plan on doing more melee work take the katana the longer reach and higher damage makes backstabbing (and frontstabbing ) easier.
2 things I found with the katana 1. with the slow swing speed you gotta lead the target don’t stab where the enemy is, but where he will be. 2. never use a heavy swing unless you are 100% sure it will kill the target heavy melee still locks you down, for quite some time. Doing them against someone with more than 90-100 HP will be your deathsentence 2-3 fast swings means you can dodge bullets between the swings.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.
Before I would’ve agreed with you, when the stab animation was truly broken with detection, but now that they’ve addressed that issue for the most part it’s a moot point.
There’s no reason why you shouldn’t be able to swing and turn just fine the same way you can turn and shoot.
It just makes you feel like an unathletic idiot. You have a super narrow zone of terror that’s ridiculously easy to just sidestep around.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.[/quote]
Yes, you could. Even if the active frames for the hit to connect were reduced you could simply make a macro that goes faster than what was seen in the “beyblade” video. Hell, some people play on a high enough sensitivity that allows them to spin incredibly fast. So turning had to be limited. If it needs adjusting again it will be adjusted but the turning speed has to be limited.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.[/quote]
Yes, you could. Even if the active frames for the hit to connect were reduced you could simply make a macro that goes faster than what was seen in the “beyblade” video. Hell, some people play on a high enough sensitivity that allows them to spin incredibly fast. So turning had to be limited. If it needs adjusting again it will be adjusted but the turning speed has to be limited.[/quote]
Then don’t allow people to play with macro programs running?
What’s next; you going to limit turning because someone can twitch well with a sniper or assault rifle? LOL!
It doesn’t need to be limited at all. The only reason you would want limited turn speed is because you want to lower the skill ceiling while simultaneously raising the skill floor. Both of which are inherently bad for almost any game.
TLDR: being able to twitch and hit something isn’t an exploit. It’s called skill. The core dynamic of any FPS. lol.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.[/quote]
Yes, you could. Even if the active frames for the hit to connect were reduced you could simply make a macro that goes faster than what was seen in the “beyblade” video. Hell, some people play on a high enough sensitivity that allows them to spin incredibly fast. So turning had to be limited. If it needs adjusting again it will be adjusted but the turning speed has to be limited.[/quote]
Then don’t allow people to play with macro programs running?
What’s next; you going to limit turning because someone can twitch well with a sniper or assault rifle? LOL!
It doesn’t need to be limited at all. The only reason you would want limited turn speed is because you want to lower the skill ceiling while simultaneously raising the skill floor. Both of which are inherently bad for almost any game.[/quote]
XIGNcode already limits quite a few macro programs. However, it and nothing else can detect macros that are built into keyboards and mice. And you can’t ban the software that runs them.
And no, I wouldn’t tell you and nobody who is sane would tell you that. The issue isn’t just with DB as well. CSGO had to deal with the same issue and so have other games for the same reasons in a similar manner.
I stated the logic as to why it had to be limited. If you choose not to believe it then that is fully up to you.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.[/quote]
Yes, you could. Even if the active frames for the hit to connect were reduced you could simply make a macro that goes faster than what was seen in the “beyblade” video. Hell, some people play on a high enough sensitivity that allows them to spin incredibly fast. So turning had to be limited. If it needs adjusting again it will be adjusted but the turning speed has to be limited.[/quote]
Then don’t allow people to play with macro programs running?
What’s next; you going to limit turning because someone can twitch well with a sniper or assault rifle? LOL!
It doesn’t need to be limited at all. The only reason you would want limited turn speed is because you want to lower the skill ceiling while simultaneously raising the skill floor. Both of which are inherently bad for almost any game.[/quote]
XIGNcode already limits quite a few macro programs. However, it and nothing else can detect macros that are built into keyboards and mice. And you can’t ban the software that runs them.
And no, I wouldn’t tell you and nobody who is sane would tell you that. The issue isn’t just with DB as well. CSGO had to deal with the same issue and so have other games for the same reasons in a similar manner.
I stated the logic as to why it had to be limited. If you choose not to believe it then that is fully up to you.[/quote]
CSGO does not have any limit on how fast you can twitch. Here you can see a player twitch so fast the camera can’t keep up with him.
Thanks for saying all that I could’ve said and more. Lmao.
It needs to be reverted back to the original state. It wasn’t broken to begin with; the key issues with Phantom being OP have already been addressed (cloak being too spammable, immunity to damage while cloaked, etc).
It needs to be reverted back to the original state. It wasn’t broken to begin with[/quote]
You haven’t even seen the video, have you? You clearly have no idea what people are talking about. It has nothing to do with twitch reflexes and MLG pro aiming. It’s about killing 2-3 people around you with a single effortless swing.
The ‘fix’ Splash Damage have implemented is heavy-handed but it’s far better than the alternative. If you knew what people were talking about you’d understand that. Instead you’re running your mouth off at people with more information than you.
It was limited. I believe the command was cl_yawspeed that could be used by a macro program to spin around incredibly fast if it wasn’t locked down (using unlocked yaw speed and keyboard camera control). Somebody correct me if that’s the wrong command…it’s been a while (and it might have happened before GO).
Hiko didn’t spin nearly as fast as what I’m describing. So I am not sure why you posted that video.
Also, please try to calm down with the condescension. It’s truly not needed.
Also, I don’t agree with how it was nerfed either. I am pretty sure they could make the limit be a pretty high value on how fast you can turn and fix any perceived issues and nobody would even know. Which might actually be what they did with this new patch…I haven’t gotten to play yet (about to). But I do know, logically, why it was done and agree with that.
It is a compromise between where it was an removing it. They admitted that they overdid it, and they changed it to better meet the needs of the game while still ensuring the turn rate can’t be exploited.
Please note that the patch stated that the smaller knives turn much faster then the heavier melee weapons with larger reach.[/quote]
Except that you can’t exploit with melee now, because they fixed the hit detection for it.[/quote]
Yes, you could. Even if the active frames for the hit to connect were reduced you could simply make a macro that goes faster than what was seen in the “beyblade” video. Hell, some people play on a high enough sensitivity that allows them to spin incredibly fast. So turning had to be limited. If it needs adjusting again it will be adjusted but the turning speed has to be limited.[/quote]
Then don’t allow people to play with macro programs running?
What’s next; you going to limit turning because someone can twitch well with a sniper or assault rifle? LOL!
It doesn’t need to be limited at all. The only reason you would want limited turn speed is because you want to lower the skill ceiling while simultaneously raising the skill floor. Both of which are inherently bad for almost any game.
TLDR: being able to twitch and hit something isn’t an exploit. It’s called skill. The core dynamic of any FPS. lol.[/quote]
Except that “Added a turn-speed-limit for melee attacks to prevent exploits and to reward initial aim” <-- patchnotes.
The turnspeed limit is not only because of the exploit (which it killed).
But also to add a bit more skill to melee.
With that change you are comitting to a direction when you hit attack (similar to real melee btw. I know not a simulation, just pointing it out). And that forces you, to aim to a point where the enemy will be. When your hit connects. I.e. You have to lead your target a bit. On the other end it allows players to dodge melee hits with left and right sidesteps (mimicking bobbing and weaveing).
You gotta aim first, hit second. Unlike before, where you could start the hit animation and drag and drop it, into the target so to speak and the only way to escape that was a jump out of range.
I’m loving the melee changes. Still want some proper bug fixes for Fletcher (and the ability to sell my fugly Gold version of him). Plus something that gives Phantom a purpose.