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KingTaro

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Posts posted by KingTaro

  1. You might need to provide a video with the guy you saw bullet jumping non-stop, to the point that he was hard to hit. Try to invite the guy for a private match.

     

    Yea idk but if someone is doing the same jump combo a whole match long or more without any real deviations and without a break it is really suspicious.

    Ikr it is easy and the only thing to practice there is to sync your aim to it.

    He might have been using macro's, but once you've been doing something for a long time, it can come over as macro's.

    Have been accused of macro's many times myself for using fast-slides (slide attack) non-stop (in long missions such as survival).

     

  2. King, it's a known exploit of melee animations bad coding:

    see those weird jitters? they're actually melee swings with a buggy ultra-short animation.

    Basically he's spamming melee swings at 10 times the normal speed, without any visible animation.

    Instant death to whoever comes close enough.

    That's what I thought, after seeing the video.

    Seems like it has been around for a while then?

    To me, it started happening after U18.4. Didn't have issues with wall latch (and this bug) before that.

     

    But now that I look at the video again, his animations are different. When it happens to me, it's high speed crouch/slide animations.

  3. Can be reproduced by doing the following:

    1. Equip melee and perform wall latch. (might require channeling). This will lock your melee, so you won't be able to attack after this.

    2. Switch back to your gun and attack with your quick melee (or perform a slide)

     

     

    PS: When your melee gets stuck after wall latch, switch to your gun and then back to your melee and it should be fixed.

    So, as long as you don't quick melee or slide after switching to your gun, you can "fix" the melee-stuck issue. But once you're stuck in that weird animation shown in the video, only death seems to get you out of it.

  4. It's a good alternative if you and the person you're trading with doesn't have a Dojo.

    But nowadays, that's rarely the case. By the time one has items worth trading for, he/she will most likely have access to a Dojo.

     

    Personally, I thought we would be able to set up shop when it got released.

    Since there hasn't been much talk about it during devstreams, I feel like the plans to expand on it have been pushed back.

  5. Nice!

     

    Changes

     

    • Various improvement have been made to enemy spawning in Exterminate Missions, focusing on keeping a steady flow of enemies from the start of the Mission till reaching Extraction.

    Awesome! 

  6. Combo's in general won't really work with the current in-game mobility.

    It seems that games with high mobility

    1. are focusing on shooter aspect only.

    2. have a certain lockon-and-dash feature for the melee portion (e.g. Rise of Incarnates)

    3. have short melee combo's or non at all, and allow you to move around in the air and attack at the same time (e.g. Gunz)

     

    Don't think we'll ever get a lock-on system for PvP (like in Archwing), so I'd suggest PvP gets new PvP-only stances that are mainly just quick and short combo's. Like one heavy (charge) attack that stuns the opponent and another a few light combo's which are 2-hits (3 if they're quick enough).

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