Author Topic: Turning + Attack delay  (Read 415 times)

Dequ

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Turning + Attack delay
« on: December 10, 2018, 07:43 »
It seems like when your character need to turn into direction of enemy before attacking it cause it to have delay. This was not the case before update " - The direction change has a delay implemented, no Beyblade spinning in hub anymore."

It might sound a minor thing but it affect a lot. It mostly affect hexing and melee gameplay when every tiny bit of delays affecting a lot. I think Zmeja was one who noticed this first.

Xero

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Re: Turning + Attack delay
« Reply #1 on: December 11, 2018, 03:15 »
I just tested and it seems like you are correct.

I already have a delay from living in NA but recently I've noticed this delay has gotten significantly worse and is now almost always there even though my ping has remained the same, so this turning bug would explain this. But this delay is also true now for opening doors, wall lockers, etc. which was never been the case before unless a random ping spike occurs. So maybe this turning bug is causing this too or rather just a completely separate issue altogether.
« Last Edit: December 11, 2018, 04:17 by Xero »

Dequ

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Re: Turning + Attack delay
« Reply #2 on: December 11, 2018, 07:04 »
We had some discussion about this and it seems like it is feature not bug. Unintented feature thought, so we just need to adopt this.

John Name

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Re: Turning + Attack delay
« Reply #3 on: December 11, 2018, 14:48 »
"unintended" feature? Uh what?
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Lucek666

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Re: Turning + Attack delay
« Reply #4 on: December 11, 2018, 15:57 »
FOV refresh during rotation is synchronised with server response time, thats why we have that delay. Obviously it has impact on all actions involving fov changes.
Why isnt called bug? Because there is some logic and realism in fact that for example "motionless" shooting taking less time that rotating + shooting. Obviously it has some impact on game, but hard to say thats negative, its more like small additional factor to care of.
Anyway, that FOV change (with that delay) was implemented month ago and there wasnt much feedback about, so most likely for majority of players thats not a problem.

Alexander

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Re: Turning + Attack delay
« Reply #5 on: December 11, 2018, 19:15 »
There was no feedback on the issue because people attritbuted it to server lag, not server delay response time. People didn’t know there would be a delay in an action if you weren’t facing the side you’re shooting at.
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Dequ

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Re: Turning + Attack delay
« Reply #6 on: December 11, 2018, 20:24 »
Most people have not noticed or ever notice the difference

Pyra

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Re: Turning + Attack delay
« Reply #7 on: December 20, 2018, 17:25 »
Hmm... So its the reason why im soo nooby nowadays... Ouuugh!
I was saying it is lag fault all of time but delay time problem sounds better...

Milan

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Re: Turning + Attack delay
« Reply #8 on: December 20, 2018, 23:15 »
Honestly, this delay should be removed since rotating your character is one way to stop rubberbanding.

Robert Watts

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Re: Turning + Attack delay
« Reply #9 on: December 21, 2018, 08:09 »
+1 for this suggestion!

LittleBoy

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Re: Turning + Attack delay
« Reply #10 on: December 21, 2018, 16:10 »
thats why is better clicking 2-4-6 hexes around you, faster, (make you have AC?),  but exhaustive. I even hear about autoclicker for that  ;D

Milan

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Re: Turning + Attack delay
« Reply #11 on: December 21, 2018, 23:23 »
thats why is better clicking 2-4-6 hexes around you, faster, (make you have AC?),  but exhaustive. I even hear about autoclicker for that  ;D

That works, but can hard to do in places with 1-2 hex pathways like Glow.