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Poll

Should be implemented or no?

Yes
Yes, but with more discussion.
Whatever.
no, not really needed but i would like to discuss more.
NOOOO!!!!!!!!!!!!
Piss off, you know nothing. >:(

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Author Topic: Implementing sequence into RT fights.  (Read 3336 times)

Re: Implementing sequence into RT fights.
« Reply #15 on: July 04, 2011, 01:42:14 pm »

Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
I agree. In my opinion implementing (if possible) sequence in RT would make it look like a TB more, affect in some kind of lags or so.
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jonny rust

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Re: Implementing sequence into RT fights.
« Reply #16 on: July 06, 2011, 07:54:25 am »

I agree. In my opinion implementing (if possible) sequence in RT would make it look like a TB more, affect in some kind of lags or so.

I don't think that RT "looking" a bit more like TB is a problem, that already happens anyway when everyone has used up their initial full AP. weather its possible is another story.
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Re: Implementing sequence into RT fights.
« Reply #17 on: July 06, 2011, 11:43:11 am »

Yes buff snipers some more , this is not gonna get implemented that's for sure .
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Ganado

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Re: Implementing sequence into RT fights.
« Reply #18 on: July 06, 2011, 11:19:23 pm »

Besides, it's impossible for 2 players to shoot each other at exact same time. And even if it would be that they shoot each other "within X amount of seconds", the server can't predict when two players are going to shoot each other, which means that every time someone shoots, there would have to be a delay for the server to respond to give time for the other player to shoot back. It's just not possible.
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Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #19 on: July 07, 2011, 12:12:42 am »

The concept was mostly about sequence determining how fast the animation for your actions are.

guy with 5 sequence shoots and it takes 1.3 seconds.

guy with 10 sequence shoots and it takes 1.2 seconds.

Understandable?
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avv

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Re: Implementing sequence into RT fights.
« Reply #20 on: July 07, 2011, 12:21:29 pm »

The concept was mostly about sequence determining how fast the animation for your actions are.

guy with 5 sequence shoots and it takes 1.3 seconds.

guy with 10 sequence shoots and it takes 1.2 seconds.

Understandable?

Yes but why does it have to be character-based? Don't you think it would matter a bit what kind of gun you're holding and what direction you're facing. Wouldn't it make more sense and increase the quality of gameplay if a guy who's not facing the right direction and holds a heavy gun shoots after a pistolguy behind him?
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Re: Implementing sequence into RT fights.
« Reply #21 on: July 07, 2011, 10:20:16 pm »

Sequence is purely TB concept which have nothing to do in RT. In other games/simulations sequence is always in some way in TB combat but never in RT. You dont have to look for some twisted way to use it just because you can read it in your char.
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Kill them all and let the god sort them out.

Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #22 on: July 08, 2011, 12:08:18 am »

Yes but why does it have to be character-based? Don't you think it would matter a bit what kind of gun you're holding and what direction you're facing. Wouldn't it make more sense and increase the quality of gameplay if a guy who's not facing the right direction and holds a heavy gun shoots after a pistolguy behind him?
Your post is really confusing me.  Try some more detail.

Quote
Sequence is purely TB concept which have nothing to do in RT. In other games/simulations sequence is always in some way in TB combat but never in RT. You dont have to look for some twisted way to use it just because you can read it in your char.
   But... Why not?  And why must you call it twisted?  What happened to the word "Modified"?
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avv

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Re: Implementing sequence into RT fights.
« Reply #23 on: July 08, 2011, 08:34:58 am »

Your post is really confusing me.  Try some more detail.

The point was that instead of being dependent on PE, the characters reaction speed would depend on his equipment and ingame positioning. Heavy gun turns slower than pistol, thus it has more delay before shooting. A guy who has his back turned against enemy has a delay before his attack launches because he has to spend time turning. Sequence could be active factor rather than passive.
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Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #24 on: July 08, 2011, 07:19:33 pm »

The point was that instead of being dependent on PE, the characters reaction speed would depend on his equipment and ingame positioning. Heavy gun turns slower than pistol, thus it has more delay before shooting. A guy who has his back turned against enemy has a delay before his attack launches because he has to spend time turning. Sequence could be active factor rather than passive.
Sequence depends on Agility and PE.

And I highly doubt this is possible.  Besides I see alot of people complaining to no end about it.  Besides, a characters reaction speed logically does affect how quickly he can react.  Between what he is able to sense and how fast he is able to move makes perfect sense just as well.

But I do see Armor and weight in inventory affecting sequence maybe.
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Crazy

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Re: Implementing sequence into RT fights.
« Reply #25 on: July 08, 2011, 07:27:33 pm »

Sequence depends on Agility and PE.

False, only PE (PE*2), the description is wrong.
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Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #26 on: July 08, 2011, 08:01:07 pm »

False, only PE (PE*2), the description is wrong.
I stand corrected.

Odd though, you would think it did...
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Re: Implementing sequence into RT fights.
« Reply #27 on: July 10, 2011, 03:25:56 pm »

im not sure what you mean by your suggestion, but this is what kind of imagination i got (and i like it)

the more sequence you got, the faster your char reacts to fire when you click on enemy.
if for example, sniper has 20 sequence, he can instantly shoot at enemy.
a guy with 12 sequence, he will have small disadvantage(8 sequence less, he could have like... 0.8 second reaction, so it takes almost a second for him to react to shoot, and 17 sequenced has 0.3 second reaction slowed). that was just an EXAMPLE.
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Re: Implementing sequence into RT fights.
« Reply #28 on: July 10, 2011, 08:13:03 pm »

If for every 5-10 seq you have, your animation skips a few frames, then TB style builds would still be dangerous in RT, also if you actually made AGI boost seq like PE and lowed the PE amount to half it's value snipers would be more balanced if this was added, since most BG's take at least 6 PE, if not 8, plus cigs, it really won't be massively different, the main problem is crits, which has always been the problem, if snipers didn't have insta rape crits then this would be a viable suggestion.

-Ulrek-
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