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Implemented S2K warmup issue

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HOKI

Radio Bob Approved
Banned
Joined
Oct 13, 2020
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513
When switching from TBC to S2K, a warm-up thingy occurs where no one can move (but can still look around and aim).
This is a problem because things like this can happen; this dude got lasered in a mili-second by every single CP when S2K started.





My suggestion for a remedy/fix: make S2K start instantly or make it so you can move during S2K warm-up.
 
Tagging @Gr4Ss as he works specifically on the TBC stuff and can see that's it's well rather broken if works that way.
 
I guess from an outside look, the idea seems fine, but it does sorta surprise me that during that whole time pause, it basically gives people the chance to aim for spots that, in game, would clearly just do more damage and orient oneself to the surroundings. Correct me if I'm wrong, but S2K's occurrence is generally supposed to be more kind to surprises and ambushes like this, as long as its been established that S2K is the go-to.
 
A surprise ambush except all the cops have a 5 second time freeze to aim their guns at you, call out your location, and get ready to laser you in a second
 
Mmh, good point to fix, yeah.

Think I can do two things here:
  1. Freeze aim when the S2K warmup starts
  2. Provide a short (1 second or so) immunity on S2K start to give you the chance to move
Will look into doing both
 
Mmh, good point to fix, yeah.

Think I can do two things here:
  1. Freeze aim when the S2K warmup starts
  2. Provide a short (1 second or so) immunity on S2K start to give you the chance to move
Will look into doing both
also i know fear rp and all when meleeing a zombie but sometimes its infront of ur smuggling route and you gotta melee it.

Then you freeze infront of it and it gets its turn, with no chance to really hit it and retreat back somewhere.

Also unrelated, how does dodge work? Does it work at close range when it comes to melee? I haven't dodged one melee hit yet, and wonder if it's because the dodge chance is made more for medium to long range gun play.

If that theory is correct, melee should be given more chance to miss. It feels stupid that your first melee hit HAS TO be the killing blow, or else you getting a lick 100% no questions asked. I came behind a zombie with a kitchen knife and hit it. It turns around after warmup, and hits me like 3 times lmao
 
also i know fear rp and all when meleeing a zombie but sometimes its infront of ur smuggling route and you gotta melee it.

Then you freeze infront of it and it gets its turn, with no chance to really hit it and retreat back somewhere.

Also unrelated, how does dodge work? Does it work at close range when it comes to melee? I haven't dodged one melee hit yet, and wonder if it's because the dodge chance is made more for medium to long range gun play.

If that theory is correct, melee should be given more chance to miss. It feels stupid that your first melee hit HAS TO be the killing blow, or else you getting a lick 100% no questions asked. I came behind a zombie with a kitchen knife and hit it. It turns around after warmup, and hits me like 3 times lmao
Unless it’s a relatively new mechanic I don’t know about, I’m pretty sure there is no ‘dodge’. You’re gonna get hit no matter what when fighting a zombie with melee, that’s just how it be
 
Mmh, good point to fix, yeah.

Think I can do two things here:
  1. Freeze aim when the S2K warmup starts
  2. Provide a short (1 second or so) immunity on S2K start to give you the chance to move
Will look into doing both
Id maybe amp that up to 2 seconds.
 
Mmh, good point to fix, yeah.

Think I can do two things here:
  1. Freeze aim when the S2K warmup starts
  2. Provide a short (1 second or so) immunity on S2K start to give you the chance to move
Will look into doing both

Alright moving this to accepted
 
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