Fade blink momentum

2

Comments

  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited January 2012
    <!--quoteo(post=1897294:date=Jan 25 2012, 04:43 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 25 2012, 04:43 PM) <a href="index.php?act=findpost&pid=1897294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->kBlinkEnergyCost = 140 ??
    We played alot in the gathers with 130, it is waaay to low of a drain, try 200. I did, it felt great.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Swalk, what I think you are trying to do doesn't really matter. If you play as you "should" then you will rarely use the drain at all. If you think fades blink to much, then it's not because of the drain. With the rate of drain we are at already, there isn't any choice to stay in blink to avoid or position yourself. You tap blink or run out very quickly. The implementation I suggested would allow to have the option to stay for some time in etheral; you already payed 15 extra for staying longer then 0.15 seconds. That would make it very inefficient to do multiple medium blinks, but could still allow for single planned out longer blinks.

    If you think fades blink to much, then that is an issue with to low initial cost. If you think fades can attack and get away safely, with a drain of 140 then can afford one blink of 0.88 seconds. They can't blink in from longer distance and escape with that. If you think the fades are to hard to hit and escape easily, that is because they preserve momentum. They just need 6 energy to initiate a 0.15 sec blink and fly a long distance in an unpredictable direction. You won't counter that with drain. The only thing your huge drain cost will do is stop a fade from position itself while ethereal. But I don't think that is your issue here. But it is an easy way out.

    <!--quoteo(post=1897294:date=Jan 25 2012, 04:43 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 25 2012, 04:43 PM) <a href="index.php?act=findpost&pid=1897294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->kBlinkEnergyCost = 140 ??
    Now you can't rely on your blink state too much in combat, as you can only be in it for 10-15 meters before running out of adrenaline.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you mean relying on blink state as a means to be immortal, then no, you can't. But you can still heavily rely on blinking as a means to avoid damage with sub 0.15 sec blinks and moving around. You don't really need to preserve any energy from swipes. I don't think any fade relied on long blink times, even when it was set wrongly to 20. I know I for one didn't. With 6 initial cost blinks and 6 energy/swipe, with 0.3 sec cooldown from blink start, you can blink 11 times in 3.3 seconds before you run out of energy. This is including 1 strike each blink. Being more moderate and just blinking and striking once every 0.6 seconds, you can keep going for 16 attacks in 9.6 seconds. Changing the drain has <b>no effect</b> on this.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1897298:date=Jan 25 2012, 04:56 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 25 2012, 04:56 PM) <a href="index.php?act=findpost&pid=1897298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was still 60 in the mod, I don't know what happens if server and client disagree on it. Anyway we can still increase it if it's not enough.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If server and client disagree then you are refunded a huge portion (or lose more if the other way around) when you blink. I know since I had mine set to the supposed 140 while server was actually set to 20 (lol xD)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1897303:date=Jan 25 2012, 05:09 PM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Jan 25 2012, 05:09 PM) <a href="index.php?act=findpost&pid=1897303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Swalk, what I think you are trying to do doesn't really matter. If you play as you "should" then you will rarely use the drain at all. If you think fades blink to much, then it's not because of the drain. With the rate of drain we are at already, there isn't any choice to stay in blink to avoid or position yourself. You tap blink or run out very quickly. The implementation I suggested would allow to have the option to stay for some time in etheral; you already payed 15 extra for staying longer then 0.15 seconds. That would make it very inefficient to do multiple medium blinks, but could still allow for single planned out longer blinks.

    If you think fades blink to much, then that is an issue with to low initial cost. If you think fades can attack and get away safely, with a drain of 140 then can afford one blink of 0.88 seconds. They can't blink in from longer distance and escape with that. If you think the fades are to hard to hit and escape easily, that is because they preserve momentum. They just need 6 energy to initiate a 0.15 sec blink and fly a long distance in an unpredictable direction. You won't counter that with drain. The only thing your huge drain cost will do is stop a fade from position itself while ethereal. But I don't think that is your issue here. But it is an easy way out.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think the fades have the ability to be in the blink state for way too long.
    It is a matter of drain, more drain, less in blink state.
    Try this:
    <a href="http://www.duplexgaming.co.uk/downloads/mods/64/modfade/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/64/modfade/</a>
    Tried it yesterday before I went to bed, I could get around all of turtle with tab blinks, adrenaline staying full.
    Or I could be in fully blink mode for 10-15 meters, I would say any distance further than that is way too overpowered.
    Were talking about invisiblity and invulnerablity.
    Fades should rely more on the momentum, we played alot with 130 drain, and that did not cause the fades to use the momentum very much in combats. More like fully blink on the ground next to marines, blink out, repeat.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    With lag, player reactions and models updating, a fade can appear to hit from fully invisible even when it was not. Most rooms in turtle are small, small enough so that you can get within maybe 1 m of a marine from cover while not triggering the drain. Blinking through the marine starting room (the actual blink distance, not counting momentum) can probably be done in 3 drain-free blinks. With structures, other marines running around, flamers, fade not blinking head on, they might not even be attacking from the entrance afar, the could have blinked to any angle that you have no vision of at that point, and appear to have made a long blink.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1897310:date=Jan 25 2012, 05:29 PM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Jan 25 2012, 05:29 PM) <a href="index.php?act=findpost&pid=1897310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With lag, player reactions and models updating, a fade can appear to hit from fully invisible even when it was not. Most rooms in turtle are small, small enough so that you can get within maybe 1 m of a marine from cover while not triggering the drain. Blinking through the marine starting room (the actual blink distance, not counting momentum) can probably be done in 3 drain-free blinks. With structures, other marines running around, flamers, fade not blinking head on, they might not even be attacking from the entrance afar, the could have blinked to any angle that you have no vision of at that point, and appear to have made a long blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I tested the 130 drain version myself, and you can blink very far, still not counting momentum, compared to my edited version.
    I mean, just look at the numbers, it's almost twice the range. So lets say about 20-25 meters.
    That's overpowered to be invulnerable at such a long distance(same problem as in vanilla, though there it's still alot more distance), and it is simply not needed for the fade to get around when using the momentum.
    Remember, we also have adrenaline upgrade coming at some point, which will increase the blink distance.
    Basic one should be very short when you have momentum to work with, imo.
    Else fades won't need to change their playstyle, which is what we're trying to achieve?
    Go in, in full blink mode, swipe, go out in full blink mode. Not very fun for either side.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited January 2012
    Agreed, I pushed it to 230, but I also change a bit the how the energy drain apply so it might not be exactly comparable.

    Instead of having a binary thing (no drain before 0.15 seconds and then drain kicks in) I made it continuous, it has low values at the beginning but then increase rapidly.

    <a href="http://www.mediafire.com/?1zcfne92m7aex2a" target="_blank">http://www.mediafire.com/?1zcfne92m7aex2a</a>
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1897360:date=Jan 25 2012, 11:08 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 25 2012, 11:08 PM) <a href="index.php?act=findpost&pid=1897360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed, I pushed it to 230, but I also change a bit the how the energy drain apply so it might not be exactly comparable.

    Instead of having a binary thing (no drain before 0.15 seconds and then drain kicks in) I made it continuous, it has low values at the beginning but then increase rapidly.

    <a href="http://www.mediafire.com/?1zcfne92m7aex2a" target="_blank">http://www.mediafire.com/?1zcfne92m7aex2a</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    AWESOME! Can't wait to try tomorrow, have to sleep now :P
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    So... clear this up for me.

    Of the following features, how does this operate:
    - Always invulnerable while blinking.
    - Always vulnerable while blinking.
    - Vulnerable in wind-up phase (0.15 seconds), but invulnerable after.
    - Always invisible while blinking.
    - Always visible while blinking.
    - Visible in wind-up phase (0.15 seconds), but invisible after.
    - Blink adds post-blink momentum in forward direction.
    - Blink retains pre-blink momentum.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1897417:date=Jan 26 2012, 07:25 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 26 2012, 07:25 AM) <a href="index.php?act=findpost&pid=1897417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So... clear this up for me.

    - Vulnerable in wind-up phase (0.15 seconds), but invulnerable after.
    - Visible in wind-up phase (0.15 seconds), but invisible after.
    - Blink adds post-blink momentum in movement key direction.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There you go, I think. :P
    Not 100% sure.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The invisibility/invulnerability is unchanged. The idea now is that the high energy cost should force you to do so short blinks such that that it shouldn't matter so much.

    Technically it doesn't "add" momentum, you just get a forward force while blinking. Momentum follows naturally from equation of motion. I had to remove things from the game code to get momentum back.

    The forces in action are : friction, gravity, wasd keys, and blink force.

    Something I added is more air control.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    Yuuki can you register on our site?
    That way I can give you map/mod maker access and be able to add/update this mod(and other mods to the mod database).
    It makes it a bit easier to find the files you want, compared to browsing the forums.
    Especially thinking about the gathers here, as we use this mod(or should I say fix?) for them :P
    I would dare say that our site is a little more convienient and less "ads in your face" compared with mediafire :P
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Good idea yeah, I registered.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Is it genuinely a force? What I mean is that, ignoring mass, do you actually <b>accelerate</b>? So if you held the button down for 0.25 seconds, or held it down for 0.5 seconds, your final velocity (if you were starting from rest) would be twice as large in the latter than in the former, and the distance you travelled would be (if you were starting from rest) four times as far. If it doesn't work like this, I think it should: because if you want to separate the two functions of blink:
    - short, cheap blinks for combat
    - long, expensive blinks for engaging, escaping, or travelling
    Then the short, cheap blinks should have a low change in velocity (and thus low distance),
    While the long, expensive blinks would have a high change in velocity (and thus a very high distance travelled). It makes travelling with blink a more viable option.

    Put another way,
    final velocity = initial velocity + (acceleration from blink * duration of blink)

    How much is the friction? It's just that, realistically, in the air there would be very little drag/friction compared to on the ground. I also think that in blink mode friction simply shouldn't apply, but I assume that's already how it works.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's a force yes:

    velocity = velocity + input.time*( 200*zAxis )

    You can look how it's done in Fade:ModifyVelocity.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Fade:GetFrictionForce(input, velocity)
        
        local frictionScalar = 8
        
        if self:GetIsEthereal() then
            frictionScalar = 7
            
        elseif not self:GetIsOnGround() then
             frictionScalar = 1.1        
        end
        
        return -velocity * frictionScalar
    end<!--c2--></div><!--ec2-->

    Under these condition (forward force plus friction) you go reach max velocity exponentially, with a time constant given by the friction, it might be linear for small times though.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    Here is a video from a game where the fade mod is in action:
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/eNjayY_xkrg"></param><embed src="http://www.youtube.com/v/eNjayY_xkrg" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    Fades appear around 21:30
    Actually it seems like the fade model is not visible all the time it should be.
    But the fade is damageable from when it goes out of blink to use its momentum.
    It is possible to shoot escaping fades when they use their momentum.
    They can still use the invincibility escape to a short degree 10m -> no adrenaline. Flamethrower prevent fades from doing this.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    @Yuuki:

    Why is the friction scalar for ethereal mode so high? And the forward force, for that matter.

    And does friction apply before or after the forward blink force?

    @Swalk:
    Time?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The friction apply after. The friction is high to get a fast acceleration.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    edited February 2012
    Tried this in some gather games, and while the fade is less invulnerable, he's now much faster in skilled hands. I feel like it's OP compared to the regular fade who can't blink so frequently. The energy usage is _ridiculously low_ if you know how to use it.

    Here's a vid where I go 'round summit twice without really using any energy, because you can bunnyhop in between to maintain most of your speed. It's not my best run, I practised it for a while (~10 minutes), but recording at 50fps affects the speed somewhat. Seems like it accelerates better if you have higher fps.

    <a href="http://www.youtube.com/watch?v=dtv6WGzuqGY" target="_blank">http://www.youtube.com/watch?v=dtv6WGzuqGY</a>

    I forgot how to embed videos.

    Edit: I'm not saying I don't like it while playing a fade, but with random fps drops and high ping, a marine has a really hard time hitting them.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited February 2012
    <!--quoteo(post=1898829:date=Feb 2 2012, 03:48 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Feb 2 2012, 03:48 PM) <a href="index.php?act=findpost&pid=1898829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->fps drops and high ping<!--QuoteEnd--></div><!--QuoteEEnd-->

    Everything is good against marines at those times. In those situations it might just be invisible instead, as you won't see where it goes anyway even though it is visible. But you can still shoot it (guesstimate direction), and as the game improves they will get gradually worse compared to marines. The initial energy cost may be slightly to low, but you can often find yourself on low energy during attacks, as you have to blink more often and also hit between blinks. Judging energy costs from traveling around is no good judge for combat energy, as you blink completely different in the two situations. I think it's a good thing that the fade doesn't have to wait for energy to travel around the map.

    And after having a glimpse at the video, you spend most of the time just jumping on the ground too where you could be utilizing blink momentum far more optimal.

    @Yuuki: Is it possible to keep the same blink momentum while not speeding you up when you jump around? I remember even in the slow-walk version, you were much faster when blinking. I would guess this is due to air friction being low, and jump force probably count after you have left the ground, so that you get a greater speed instead of keeping your ground speed with some upward speed.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=1898844:date=Feb 2 2012, 05:28 PM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Feb 2 2012, 05:28 PM) <a href="index.php?act=findpost&pid=1898844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And after having a glimpse at the video, you spend most of the time just jumping on the ground too where you could be utilizing blink momentum far more optimal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah true. It was a low-energy-usage run, exemplifying how you can blink without using almost no energy. Shaves off a couple of seconds of the round trip if you use it a bit more.

    I played some gather games yesterday and in a 45-minute match, where I was 30+ minutes fade, I only ran out of energy three times. Two of those were because I was in flames. I blink almost exactly like in the video in actual matches because energy conservation is important (and easy).
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    This blink "spamming" lets the blink sound be a little bit too much "in your face" loud and sharp I think.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Blink sound is annoying yeah, it's bugged also sometimes.

    @Skie

    In your video, while you can blink a lot you're also out of blink most of the time, and so marines can shoot you, that's the idea. In the first version we also removed invulnerability, but people didn't liked it much (dying too much ;).

    Also you should be able to blink around the map at full speed, that's one of the goal. But the initial cost (or how the cost is computed) might be a bit low.

    Not running out of energy is not a problem per se, the relevant question is : could (competent) marines shoot you ? If not we might still have a problem with the blink mechanics. Otherwise it's fine.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Is it possible to keep the same blink momentum while not speeding you up when you jump around?<!--QuoteEnd--></div><!--QuoteEEnd-->

    WASD keys apply some force, even in the air, I guess you should reduce this force.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
    Well to be fair, didnt the first version have a movement problem - so walking was so slow that crouching marines could outrun you? :p

    Would be interessting to try it again, with a little tweaking on the armor, and or lower energy cost?
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    The sound playing a long time feels like the rifle sound bug all over again. It works as it's supposed to for the first few blinks, but after that each time it plays for a longer duration.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1898927:date=Feb 2 2012, 08:55 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 2 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1898927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well to be fair, didnt the first version have a movement problem - so walking was so slow that crouching marines could outrun you? :p

    Would be interessting to try it again, with a little tweaking on the armor, and or lower energy cost?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That was horrible :P
    I think this mod is a pretty good way of bringing some form balance to the amount of time fades currently can be in etheral state(invulnerable,invisible).
    This is definitly better than the vanilla blink, both from the fade perspective, and the marine perspective.
    It makes the fades more fun to play, and makes them harder to master.
    It makes the fades more visible, so you have more time to shoot them as marines, this will only become more evident as performance increases.
    Yuuki's creation deserves to be a part of the game.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Tried this out and I gotta say it's a welcome change to the chaotic movement of the current Blink :P
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1898927:date=Feb 2 2012, 08:55 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 2 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1898927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well to be fair, didnt the first version have a movement problem - so walking was so slow that crouching marines could outrun you? :p

    Would be interessting to try it again, with a little tweaking on the armor, and or lower energy cost?<!--QuoteEnd--></div><!--QuoteEEnd-->

    True. And you could still bunny-jump there. I'd like to see the mod with the same walking speed as now, but somehow fixed so that you don't go faster by just jumping, so that blink is used to close gaps and disorientate marines, while jumping couldn't be used to close gaps, because it looks very bad for the fade (ns1-blink style ugly). I dodn't know how to do it myself, but it should be doable.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I made a simple icon for the fademod launcher, which you can add to future versions~
    Looks like this:
    <img src="http://i.imgur.com/MCjrV.png" border="0" class="linked-image" />

    Get the .ico file from here:
    <a href="http://www.mediafire.com/?jcg8c3k2k0ktka4" target="_blank">http://www.mediafire.com/?jcg8c3k2k0ktka4</a>
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    Btw, here is another video with different perspectives of the fade momentum mod. In this video you can really see it in action.
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/gjP8K5cw85c"></param><embed src="http://www.youtube.com/v/gjP8K5cw85c" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    I don't see how this could break immersion, it feels and looks pretty natural from all perspectives.
    And it's really good for gameplay as well, as the fade is alot less in the etheral state.
    Blink is very OP in vanilla, fades only visible while swiping. Fademod adresses the "free hit" that fades have in vanilla as well.
    Fades shooting out of blink definitly also helps they fades against jetpackers, and it makes them a bit more scary when you're not wearing one. :)
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