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Kneeling after mid-air melee attacks when it shouldn't happen.

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mgtr14
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Kneeling after mid-air melee attacks when it shouldn't happen.

Post by mgtr14 » Sat Feb 23, 2019 8:06 pm

I mean mid-air melee attacks done in a way to avoid kneeling, like jumping in very tight spaces or running off of crates/barrels and attacking before touching the ground. This avoids the kneel cooldown, but it happens eitherway sometimes.
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Post by RickAvory » Sat Feb 23, 2019 10:58 pm

The game is very buggy so this tends to happen. It’s probably some stuff with the BOX2d or whatever the devs call it. Not sure if it could be fixed
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Post by Gurt » Sun Feb 24, 2019 12:33 pm

Similar topics have already been brought up some times in the past and our answer is the same:

SFD isn't deterministic in events or simulation in physics. This is due to technical inheritance of constantly having a playable version of the game since 2012 and the version of the box2D engine we use. Depending on your distance you need to fall, your velocity, fps and ping (which all contributes to "rubberbanding" effects) you may or may not be over the threshold velocity needed to fully kneel or take damage.
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Post by mgtr14 » Wed Aug 05, 2020 7:45 pm

Gurt wrote:
Sun Feb 24, 2019 12:33 pm
Similar topics have already been brought up some times in the past and our answer is the same:

SFD isn't deterministic in events or simulation in physics. This is due to technical inheritance of constantly having a playable version of the game since 2012 and the version of the box2D engine we use. Depending on your distance you need to fall, your velocity, fps and ping (which all contributes to "rubberbanding" effects) you may or may not be over the threshold velocity needed to fully kneel or take damage.
I'm reviving this thread because this has now become a huge problem.

You like the fact that one can use their immediate environment to their advantage, whether that'd be in melee or ranged. However, the kneeling bug hurts this aspect a lot for melee. A lot of melee and combos depend on kneeling being consistent and only happening when it should.

I know that this isn't some broken code you can fix overnight, but maybe there is another way. Noble has suggested increasing the "height threshold" by just a bit, so it atleast happens less frequently.
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Post by Mighty Spirit the 2 » Sun Aug 09, 2020 10:35 pm

mgtr14 wrote:
Wed Aug 05, 2020 7:45 pm
Gurt wrote:
Sun Feb 24, 2019 12:33 pm
Similar topics have already been brought up some times in the past and our answer is the same:

SFD isn't deterministic in events or simulation in physics. This is due to technical inheritance of constantly having a playable version of the game since 2012 and the version of the box2D engine we use. Depending on your distance you need to fall, your velocity, fps and ping (which all contributes to "rubberbanding" effects) you may or may not be over the threshold velocity needed to fully kneel or take damage.
I'm reviving this thread because this has now become a huge problem.

You like the fact that one can use their immediate environment to their advantage, whether that'd be in melee or ranged. However, the kneeling bug hurts this aspect a lot for melee. A lot of melee and combos depend on kneeling being consistent and only happening when it should.

I know that this isn't some broken code you can fix overnight, but maybe there is another way. Noble has suggested increasing the "height threshold" by just a bit, so it atleast happens less frequently.
Number 1 problem in melee, other then it being nerfed as hell, is the lack of consistency.
I mean take this situation I've found myself in for example: You successfully blocked an attempt to land a combo on you (blocked a superpunch under low ceiling. take elevator for example), now try and follow up with your own counter combo (which btw is pure spam), but after landing the Superpunch and knocking your opponent down you magically end up with a cooldown. Your counter combo that could have landed more then 20 damage just got prevented because the game wasn't working in your favor. And then to make matters even worse of course it works for your opponent.
Melee wouldn't be that awful if it were actually reliable, and not constantly punish you randomly. (don't get me wrong it will still have a ton of problems)
I prefer old melee with all it's flaws over what we have today, simply because melee was much more reliable and fair, thus more fun.
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Post by Noble » Tue Aug 11, 2020 6:28 pm

Just a little something that might add something to this topic. I don't know how consistent that is, but if a slomo is activated while one's jumping, falling down and hitting, even if the one isn't supposed to kneel, he does, and because it is slomo it hurts even more. I don't know how frequent that is or what are the odds for that happening, but it just became common sense for me and my friends when we play to avoid doing that because this seemingly almost always occur.
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