XiaoJyun wrote: |
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test what happens if player is not facing your direction
seems to cause non-blinks
but not sure
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I don't think facing direction of the player being shot matters.
wiNx. wrote: |
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Stupid mechanics actually..
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I agree, rule 3 is stupid. Why would it cancel out? But that's what Redduck wanted...
I1992I wrote: |
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NOT what i expected it to be
but does make alot of sense and clarifies alot
thank you
i think this will occur to laggers more cause they might already have hidden while u shot them but on ur screen u will still see him full, when he's basically already behind something , or almost behind something.
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Yea, lag often causes this system to mess up because people with higher pings tend to be "behind cover" when they aren't and vice versa.
IwubCheeze wrote: |
This was good know actually.
But I just gotta ask, what made you decide to test this? Everyone likes to know about gun damage and armour defense modifiers as these are straight in your face factors in every game. Radar mechanics on the other hand are not something one usually considers so I just thought it way out in left field but you had the idea anyways.
Goes to show you, nothing gets by curious kitty
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Kwelie mentioned that Camo might have been a factor in Radar mechanics, which made me realize that I didn't have a single clue how radar mechanics worked. I basically hopped in a 1v1 with Caeria and tried to find practical applications where we blinked or didn't blink in actual combat (and he was unaware that he was my test subject lol). There was a situation in the 1v1 where the lower half of him was covered and I hit him, causing a noblink. Then I tested it under controlled situations by varying the amount of body covered, distance to person, sequential shots fired under varying amounts of body covered, and damage dealt, leading to the 3 rules of blinks.