It seems like a minor thing to retap the spacebar
I honestly never keep holding it so I never noticed.
You didn't understand what I was talking about. If you're already hovering and you dodge, you can continue to hover. If you dodge on the ground and begin to hold space mid-dodge, you won't begin to hover afterwards. I don't own a zerker and only use AC on my infiltrator; quite frankly, the fact that you assumed I was talking about AC spam and said in your own words that you "keep holding it" suggests you might be projecting your own habits.
For what it's worth, my username isn't "A.C. guy"; it's just all one word, "acguy," the name of an aquatic mobile suit from the original gundam series.
I could go either way on this, but just a heads up, about 85% of the fuzz that goes on with jumppads is unintended and due to janky coding.
Sure, but that's still essentially a moot point. If I say "hey, this one particular part of this one particular thing happens to work," the fact that "85% of the parts of that particular thing are janky" doesn't negate the fact that the one particular part which I had in mind might be beneficial.
most pilots that stick around to really learn the game work on timing of input
the concept of learning to chain boosts and dodges together seamlessly requires keen timing
On the flip-side, I bet this could be achieved with some creative scripting. we already have some community scripts for "lite" bunny-hopping and the toggle for repair, so I dunno...
I mean yeah, fair enough; if you like having an execution barrier, then you've got one. I'm just personally not a fan of those. Let's take dark souls 1 for example: in high level pvp, you could open up your equipment menu, click on one of your active rings, scroll through your list of rings and change it, and even switch to a larger weapon as well. People who could do this quickly would swap to the hornet ring and a great club right before a backstab or riposte animation. Sure, flipping through a handful of menus in order to instakill someone takes quite a bit of practice, but it isn't really a PvP skill you're developing there; it's just player-versus-menu. Battling my controller just doesn't feel competitive. I get that you can have a time-trial and see who can make it work the fastest, but if I'm running around doing time trials against a ghost in mario cart, I may as well just be doing them alone. It's single player. I would rather compare each player's ability to make decisions. If I'm playing a good match of chess, I don't want to beat my opponent because they weren't strong enough to lift up one of their pawns; I want to outplay their decisions.
You could script this relatively simply though. All you would need to to is read whenever you press shift S/A/D, then set a timer which matches the length of the animation, and during that timer's duration prevent the game from realizing you've pressed the spacebar to trick it into thinking you'd pressed it the instant the animation ended. Alternatively, if you could detect when the game accepted the input and let make you jump, you could just make holding spacebar spam the input until it worked so that you hit the end of your animation.
edit: for some reason the word "shift" was replaced with "fuzzy bunny," is that just the profanity filter? Might have accidentally left out the F the first time around.
Edited by Acguy, 16 December 2016 - 11:30 AM.