Yes that's how clientside prediction works. More or less. Still I consistently hit people dodging behind cover with hellfires. Is it clientside, is it serverside, is it too stronk homing plz nerf? Who knows. Also, Hawken, everyone leads hitscan since 2012. But please keep going, just explain what the delayed response of our little exemple of alphastriking from behind a corner could be. Oh wait you're already ded.
So what was the question you asked again?
Why removing the delay would gimp 50+ ping players. Well read my answer, read your answer. Peekaboo is strong in this game.
Did I say dodge needs to go? No. Did I say this game needs to be balanced around high ping players? No. All of that is pretty much happening in your brain with assumptions. I've been in the stress test yesterday like everyone else who still gives a crap about this game and I hope it will be worth it and Hawken can be as fast and tactical as possible. And hopefully with less cheese and free damage mechanics.
Yup it wont change a thing for me. Will still use EOC and hellfires. The most fun I get out of this game. Sometimes I use SMC too. It's stupidly strong.
Combos and timing are good for a game. That's a skill. Why do you want to get rid of it...
re:Why removing the delay would gimp 50+ ping players. Well read my answer, read your answer. Peekaboo is strong in this game.
I've read your answer. Consider my inquiry/response:
Are you claiming that a reduced weapon-raise delay would make Peekaboo even stronger in Hawken? If so, consider the following:
Having utilized the weapon-raise delay effectively for months before it was removed, I can assure you that it didn't alter Peekaboo very much. In effect, it encouraged less Peekaboo by giving players more tools to fight out in the open. When you can immediately respond out of boost, you don't have to sit behind a corner and whittle your enemy down until they're weak enough to be killed in a sustained-fire-slugfest. You can pursue and actively contest them out in the open because you have the capability to evade their shots and return fire in quick succession. Did it make you invincible? fuzzy bunny no. Your weapons are still deactivated when you boost, so you're essentially trading potential DPS for increased evasion. Decent players could still predict your movements/utilize air-burst weaponry to put you down. Additionally, you were limited by fuel. It's not possible to keep up the dance of dodging/boosting indefinitely, even with a full fuel converter. Therefore, utilization of the weapon-raise delay in open engagements was risky, in that the player was trading potential DPS for evasion, all while expending fuel that could otherwise have been used to retreat.
The main point is that you had more tools to actively engage in combat without cover, with a fair tradeoff to boot. It was a positive addition to the game, through and through.
Did I say dodge needs to go? No. Did I say this game needs to be balanced around high ping players? No.
You stated the following in response to the Raider video:
"As you can see all except one player has ~250 ms ping. I dont even understand why they play the game. If we've both got 250 ms, both low armor, that means if I dodge out of a corner and alphastrike you, even with a 500ms delay, you literaly wont even see why you died. I'll let you do the math with Hawken's "normal"(50-100ms) ping and no delay."
I'm not sure where you were going with that, but I assumed that you were trying to say that, even if someone was delayed by 500ms, they could dodge from around a corner and fire at you, killing you before you could even see what happened. I found that rather silly, based on my understanding of how servers work. Regardless, the delay doesn't change anything in that regard. Players can shoot immediately after they dodge, delay or no delay. What's to stop them from dodging out of cover and firing immediately?
Hawken can be as fast and tactical as possible. And hopefully with less cheese and free damage mechanics.
Nothing is free damage. If anything, holding spacebar and spamming auto-lock weaponry and massive-AOE mines is the closest you can get to free damage in Hawken.
Combos and timing are good for a game. That's a skill. Why do you want to get rid of it...
Yes, combos are good for a game. Trust me, I played melee competitively for years, and still practice on a semi-competitive level with friends. Falco DAir2stronk. The delay, however, does not exemplify "combos" or "skill-based timing." It's a forced 500ms waiting period after every boost. Explain to me how that requires skill. If anything, it'd take more skill to react properly and time your shots around a weapon-raise that responds immediately after every boost. The dance takes considerably more effort/skill than walking around and dodging occasionally, or boosting in combat and waiting 500ms before you can return fire.
There's a distinct difference between timing in a skillful context, i.e. wavedashing, and timing that simply enforces a delay. The only tactical implication from the current weapon-raise delay is an encouragement of peekaboo and corner-play, rather than an evasion-based pursuit, out of cover, that would otherwise result.
And don't feed me this "the delay makes things more tactical" crap, either. Let me restate the following:
utilization of the weapon-raise delay in open engagements was a trade-off. The player would boost, thereby briefly disabling weapons, and attempt to evade, all while expending fuel that could otherwise have been used to retreat.
With a 500ms delay, there is next to no reason to boost in an open engagement, as you're losing DPS equivalent to the time spent in boost plus an additional 500ms from the unnecessary weapon-raise delay. That's a huge detriment.
How does enforcing such a gameplay element stress tactical analysis? All it does is give you less options to work with.
Edited by Xacius, 21 April 2015 - 05:35 PM.