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Post by ᕲΣΣᕲƧ on Nov 30, 2016 12:08:26 GMT -5
So when you jump or go over an edge, there is a slight pause when you land. But sometimes it doesn't happen. I seem to recall watching a video where it was said it depends on the angle. I can't find it again now and wasn't paying enough attention. Has anyone that will share figured out how to avoid that delay?
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Nov 30, 2016 12:31:43 GMT -5
It is dependent on how far your bot descends during free-fall. The only 'angle' is in the landscape, there are some slopes that you can 'slide' down to avoid the landing lag because your bot registers touching the ground frequently during the slide.
The 4-legged bots do not have landing lag at all (according to what I've read elsewhere).
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Post by ᕲΣΣᕲƧ on Nov 30, 2016 12:41:47 GMT -5
I don't believe it only depends on the landscape. I've went over the same edges hundreds of times at this point. Not sliding down, but going off. Most times there is a delay when landing. Rarely I can keep going without missing a beat. I also recently saw a Rog jump from the ground to a roof and landing without pausing. The roof was lower than the apex of the jump. I think it was a stewpendous video. But he has so many and I don't remember which it was. It was only something he mentions briefly.
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Post by Deadalready on Dec 1, 2016 1:50:07 GMT -5
This thing really frustrates me, while I could tell it's related to dropping off edges sometimes my bot will just lose directional input and stand still resulting in lots of hp loss. I especially notice it on the dead city map for some reason.
I thought it was mostly lag related to be honest.
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Post by B30RLL on Dec 1, 2016 2:01:07 GMT -5
You can use it to your advantage. That landing pause is perfect timing to get a critical hit on rocket weaps and aphids, especially for jumping bots (cossack, rog, griff). If you see a red jumping, hold off on firing - when they're halfway down, unload your pinata/orks in the spot where they are about to land. A lot of your rockets would hit them while they're in their post-landing pause.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 1, 2016 12:36:06 GMT -5
You can use it to your advantage. That landing pause is perfect timing to get a critical hit on rocket weaps and aphids, especially for jumping bots (cossack, rog, griff). If you see a red jumping, hold off on firing - when they're halfway down, unload your pinata/orks in the spot where they are about to land. A lot of your rockets would hit them while they're in their post-landing pause. Awesome tactical advice, strongly encouraged! I do this all the time, especially with my DB Griff. There will be variance in your results with falling/sliding down ledges. Bear in mind that although you, the human, see it as 'the same spot'; the virtual reality is that you could be off by the equivalent of a few pixels each time. Makes it rather hard to predict. For a repeatable example, there are a few spots in Dead City [POWER PLANT], near the far edges of what I call the 'Sniper Hills' where I've found definite sliding spots. If you spawn behind the sniper hill that puts the 2 beacons that are closest to each other to the far stage right, proceed to stage left and walk to the end of the hill without going over the edge. Where the last bit of hill runs into a building, you can slide down that slope instead of falling and save about 1.5 seconds on your way to the beacon over there. There is a similar spot, but in mirrored directions, if you spawn behind the other sniper hill.
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