Lagjumps (again...)
44 posts
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Im totaly agree with. Should be forbiden exploit bad internet conection, pc and server lags. But wait a bit and we will have here 100 posts about that straff is game mechanic. Last edited by vangonaj on Apr 19, 2010 12:24, edited 1 time in total.
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Hurrdurr /stick /anytimers. Learn to play and don't blame exploits when people simply outplay you.
It's strafe not straff. [23:53] <@ref^> i once hugged a girl you know
[20:03] <@ref^^> I AM NOT STUPID [20:03] <@ref^^> but i am retardd |
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im not talking about that toblerone ![]() many people are still causing lag whilst jumping to avoid being hit, but its a hard issue to solve as it could be bad connections - that just happen to be bad when the person is in danger ![]() I two-shot Zerkers
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when i reached the server (like 3years ago) there was specific rules about jumping and strafing, those got removed very soon.
there are 2 valid points: IT IS NOT A BUG: Since it is available at live, it does require a technique or wont be useful or work at all. IT IS A BUG: Since it is powered by lag, and without lags it wouldnt be possible. http://uthgard-server.net/modules.php?name=Rules until the server have a direct policy against this, is no use to worry about this behavior, just learn to counter it when playing a tank and if u play a supporter/caster learn to do it. |
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There is a difference between using lagjumps (the ones get on df stairs / MG walls etc) and using jumping and mouseturn to make urself harder to hit.
The problem is separating the two in fights, which is near impossible. Some supps/casters use the bugabuse for sure, some simply jump and mouseturn. IF there would be a way to determine who actually LAGjumps (not plain jumping etc), I'd say use it and track the bastards down. If not.. all we can do is QQ. ![]() |
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If you're referring to the lagcasting caused by window dragging, then I really don't see how you can track it... other than somehow preventing people from playing in windowed mode, which is really not a solution at all.
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thats my point - it's near impossible to solve it
![]() I two-shot Zerkers
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Ok then, well all we can do is call the ppl who use these bugs "FCKIN LAEMERZ" then I guess.
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Well first off there is a custom change on uthgard which extends caster's in-view to include the rear arc, in order to prevent tanks from doing what you mention. It was added because of the lag the server experiences I assume, and in order to successfully run through a caster with it, you need to be much farther behind the caster than on live, which means if the caster /faces you they will have the time to properly turn before casting. On live you could run through in such a way that /face would get failures most the time since you didn't have to run through as far and therefore give the caster more time for a proper /face. We used to call the whole run in circles or figure 8s while jumping, "spiraling" on live. Spiraling itself shouldn't be considered an exploit imo, if you do stick -> forward -> auto run in fast succession you can run through the side of someone trying to spiral, more often than not I will land side positionals when people try do this. Backing up the rear chain with the side chain while someone is spiraling around like that, and combining face, stick and forward -> auto run will almost always allow you to land a positional, normally side. However, on uthgard there is another problem. And that is when people are running and they change directions, sometimes you get a "ghost" of them which continues running the same way before disappearing. If you follow a lag ghost of someone who is spiraling, you will often end up out of melee range when they reappear. This is a problem which I never encountered on live, but is prevalent on uthgard. Sometimes people running in circles here will just be warping around on my screen from the lag, that is something which there really is no counter for. |
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For what reason do you think this works flawlessly ? Because I play lots of casters/supporters on uth and I still have people run/lag through me and my spells fails because they're not in view. [23:53] <@ref^> i once hugged a girl you know
[20:03] <@ref^^> I AM NOT STUPID [20:03] <@ref^^> but i am retardd |
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you have to run through farther on uthgard is what I stated, which gives the caster more time to turn during the facing process. Flawlessly? No, but it works better than on live. On live, when you get good at it, you can almost always give 'not in view' messages because you don't have to run through as far. Here, its a minority of the time, and normally I only seem to do it because they didn't /face, its hard to both get far enough through the caster, and not give them enough time to properly face on uthgard, its quite simple on live. |
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It's a minority of the time if you play a savage. I honestly don't see a difference, those 30 more units aren't that much and a tank who's running towards you or simply constantly moving can easily bypass that.
What really screwed tanks over is not the jumping through, it's the new livelike (although not) timer for style execution. It only makes jumping through more severe and you'll get the "target is not in view" error more often. [23:53] <@ref^> i once hugged a girl you know
[20:03] <@ref^^> I AM NOT STUPID [20:03] <@ref^^> but i am retardd |
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Its more than live, and I've never heard anyone saying they are successful with run through on casters a majority of the time here. Is that your claim now?
I dislike the warping effect more than the delay change, but they are both quite annoying. |
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Maybe because they're not doing it well enough ? When you stop your character takes time to accelerate. If you don't stop moving you can run through a caster easily. [23:53] <@ref^> i once hugged a girl you know
[20:03] <@ref^^> I AM NOT STUPID [20:03] <@ref^^> but i am retardd |
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I don't stop normally, and you can instantly accelerate to run speed from stop if you know how anyway. I'd love to see frapse of someone landing more than 5 run throughs out of 10 on a caster here though. |
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