Commander Class

HDeffo
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Commander Class

Post#1 » 22 Dec 2016, 15:17

How about a bot class with nearly identical or even worse stats to assault except for an insanely fast tick speed of .1 or .05. This class would help a ton on setting down tags.

ConsciouS-0nE
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Re: Commander Class

Post#2 » 22 Dec 2016, 16:12

Im quite not onto date,
Did gfx says he can lower the tick speed?
If not so, everyone would have lower tick speed for tags anyways, wich is no problem for me. (might change I havent updated yet)
Then its fair for everyone, move on and adapt our caterpillar "currently targeted" has became a butterfly.
<3
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

HDeffo
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Re: Commander Class

Post#3 » 22 Dec 2016, 16:16

Shotgun already has a lower tick speed so yes...a class specifically designed to be logically fast instead of physically fast would be interesting

ConsciouS-0nE
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Re: Commander Class

Post#4 » 22 Dec 2016, 16:21

Mmm im smelling a 'high/low cost' alternative for shotgun..

Quadcopter it is..


But the "commander class"
Is wich why gfx created tagging in thoughts of an users request..(right?)
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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GFX47
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Re: Commander Class

Post#5 » 22 Dec 2016, 16:38

Damn, you found my top secret task...
The problem of a new class is that it would need either a new league or a new unlock system :/ (not even mentionning a new model and animations)
So I'm actually testing 4 ticks per seconds for all the existing classes.

ConsciouS-0nE
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Re: Commander Class

Post#6 » 22 Dec 2016, 16:44

(So i guess hdeffo doest just ruin games, even suprises, sooo basically everything ;), i like it!)
(Gfx quick remove that ↑ before others sees it)

Im on it,
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Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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HBomb
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Re: Commander Class

Post#7 » 22 Dec 2016, 17:51

Well, I do remember GFX mentioning a healer bot somewhere... And along with the tags that would give it something else to do! The battles will get rather intense if you throw a healer into the mix, I think; Because it's aggro or bust

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GFX47
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Re: Commander Class

Post#8 » 22 Dec 2016, 19:12

GFX47 wrote:I'm actually testing 4 ticks per seconds for all the existing classes.


Building 6.1.2 with this change in it...

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NullPointer
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Re: Commander Class

Post#9 » 22 Dec 2016, 19:17

This change may fix the bug where the Sniper doesn't lose the Shotgun as a target when it's dancing between long range and out of range, since it's caused by the Sniper not checking quickly enough that it's out of range.

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GFX47
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Re: Commander Class

Post#10 » 22 Dec 2016, 19:18

There will be a lot of side effects to this change, yes.

HDeffo
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Re: Commander Class

Post#11 » 22 Dec 2016, 20:37

Dancing strats will change a lot with this. Will the shotgun still have double ticks of other classes?

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GFX47
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Re: Commander Class

Post#12 » 22 Dec 2016, 20:58

HDeffo wrote:Dancing strats will change a lot with this. Will the shotgun still have double ticks of other classes?


No. All classes now have the same AI frequency.

HDeffo
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Re: Commander Class

Post#13 » 22 Dec 2016, 21:30

Darn I kind of like having a bot with a tick advantage

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HBomb
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Re: Commander Class

Post#14 » 22 Dec 2016, 22:15

GFX47 wrote:
GFX47 wrote:I'm actually testing 4 ticks per seconds for all the existing classes.


Building 6.1.2 with this change in it...

I definitely approve. This will mitigate time spent tagging somewhat.

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