8th of June Experimental Ticklag/Speed Changes

Generic, on-topic discussion about Colonial Marines.
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dylanstrategie
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8th of June Experimental Ticklag/Speed Changes

Post by dylanstrategie » 08 Jun 2017, 02:42

This regards the round where I manually adjusted player and Xeno speeds (full round, OOC warnings, asked for feedback in LOOC, etc)

I'd like to know your thoughts on it, how the gameplay felt, if you think it's viable, if the balance still feels right or broken, if things were hard to hit or do, that sort of stuff

Any feedback is welcome. Do note this does not regard the many aborted rounds before it where we had to reboot a few minutes after to fix stuff

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Re: 8th of June Experimental Ticklag/Speed Changes

Post by SaltyMouthful » 08 Jun 2017, 02:52

The game felt different, but nothing was really overwhelmingly negative or positive, much less notably. It felt strange, which is the only negative thing, but I don't feel like it was due to gameplay, but due to how the game felt.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Sneakyr » 08 Jun 2017, 02:53

I loved how marines moved since it wasn't a total unpleasant hellish slog. Xenos were pretty good too, faster than marines but not impossible to hit.
One thing I noticed, however, is that preds go at sonic speeds worse than before. I don't think a melee duel could ever be possible against a pred and they might actually run almost as fast as bullets.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Drengskapr » 08 Jun 2017, 02:53

Feels good. It doesn't feel awkward sluggish anymore, but it's weird moving faster then usual.

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Re: 8th of June Experimental Ticklag/Speed Changes

Post by misto » 08 Jun 2017, 02:55

it was nice that the marines werent such slugs

aliens still super duper hard 2 hit

had a tricky time tackling marines as alien because i kept bumping them away from me, out of my reach. ha ha

while youre experimenting with speeds of things, consider experimenting with making projectiles like spits and bullets move faster

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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Bigfoun » 08 Jun 2017, 02:59

Thought it was actually pretty smooth with the movement not lagging at all. Xenos were fast but possible to hit so works for me. Like said above though, the predator looked like the Flash. Almost impossible to hit
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by TheMusician321 » 08 Jun 2017, 04:56

It was great, much better than normal as everything is so god damn SMOOOOOOTH.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Jeser » 08 Jun 2017, 05:14

For me, it was very disorientating, because you get a feeling of faster working game, while it's not. By looking at speed of my char I totally forgot, that there is quite a delay between two actions can be done using mouse and, therefore, I quickly died, so couldn't test more. So, this is first impression.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Renomaki » 08 Jun 2017, 11:48

Honestly, I'd rather we just stick to the old, traditional speed/tick rate. LOADS of other servers have it and they get along just fine. That, and balance was made around the normal speed.

Changing the tick/speed just makes keeping the balance all the more frustrating. We don't need no fancy 60 FPS, we want... Stuff.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Melioa » 08 Jun 2017, 12:04

I don't play much alien, but I felt as if marines were a slight tad too slow. Xenos also seemed a bit slow. It could also just be my ping, though.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Imperator_Titan » 08 Jun 2017, 12:06

Renomaki wrote:Honestly, I'd rather we just stick to the old, traditional speed/tick rate. LOADS of other servers have it and they get along just fine. That, and balance was made around the normal speed.

Changing the tick/speed just makes keeping the balance all the more frustrating. We don't need no fancy 60 FPS, we want... Stuff.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Casany » 08 Jun 2017, 12:06

Well, from what I noticed, marines used to be faster along with xenos last night, going ABOUT goonspeed, and now they're slower then you walk on basically any other server. I dunno WHY they made this change, I think everyone preferred walking faster to slower, but they did. I'd rather have the goonspeed though, if you ask me.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Swagile » 08 Jun 2017, 18:01

Going slow motion as a marine sucks donkey kong t-shirts.

Literally unplayable unless you play a support class that doesn't go into combat much.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Ping » 08 Jun 2017, 23:04

Even the spray cleaner mist is taking a slow crawl across the floor as if it was so late for work that it stopped caring about showing up on time.

Personally not a fan, I'm with Swagile.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by ty55101 » 10 Jun 2017, 14:47

Do people not like my stats? I think they are great. They really show off me skills.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Casany » 10 Jun 2017, 15:44

ty55101 wrote:Do people not like my stats? I think they are great. They really show off me skills.
Wrong topic man
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by ty55101 » 10 Jun 2017, 17:05

Casany wrote:Wrong topic man

Oh crap. I tabbed to a different topic by mistake.

It is nice having moving between tiles and actually being able to hit someone who is moving around instead of them just jumping from tile to tile.
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Crab_Spider » 10 Jun 2017, 18:02

They've reverted the speed change. Happy day !
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by dylanstrategie » 10 Jun 2017, 18:13

Just so we're clear, this is independent of the experiment ran here. Something was very wrong with base speed for a little bit

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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Crab_Spider » 10 Jun 2017, 18:22

dylanstrategie wrote:Just so we're clear, this is independent of the experiment ran here. Something was very wrong with base speed for a little bit

... oh

Well, um... it was rather strange and caused constant lah
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Re: 8th of June Experimental Ticklag/Speed Changes

Post by Heckenshutze » 11 Jun 2017, 21:34

I don't mind with xenos being fast, it should be hard for example, to hit a runner.. but I can't deal with the marines running at classic walking speed.
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