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<title>Latest posts for the topic &quot;Miss-Miss&quot;</title>
<ttl>10</ttl>
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<description>Latest messages posted in the topic &quot;Miss-Miss&quot;</description>
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<title>Re:Miss-Miss</title>
<description>I&amp;#39;m not sure how so many people have failed to comprehend such a simple thing. The animation for a special attack is 4 seconds long. The animation for a miss/miss round is 4 seconds long.&lt;br&gt; &lt;br&gt; Even if the animations went correctly, IL would take just as long.&lt;br&gt; &lt;br&gt; Bugged animations are just that, bugged animations, end of story. They are not adversely affecting your mad skillz in PvP, they are probly barely affecting them at all. So stop trying to blame them, this BUG FIX has affected the way IL works, this is true, but adapt and get over it cause they aren&amp;#39;t going to break something on purpose so all you lazy people don&amp;#39;t have to change your tactics.&lt;br&gt; </description>
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<pubDate>Tue, 3 Jul 2007 02:54:00 GMT</pubDate>
<author>Pylat</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;9mmfu wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Yes we did put in a fix related to the Tactics problem.&lt;/p&gt;&lt;li&gt;Special moves no longer automatically hit when both attacker and defender miss in interlock. The animation may still play, but the ability will not do damage or trigger any other effects. &lt;/li&gt;&lt;p&gt;What this means is before this you were hitting when you shouldn&amp;#39;t have been. And the fix for the animation issue is still pending.&lt;/p&gt;&lt;p&gt;Your sense of&amp;nbsp;how often you should hit will now&amp;nbsp;be off obviously.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br&gt; In that case I dont iunderstand the&amp;nbsp;animation comment here?? imo&amp;nbsp;leaving in redundant animations will surely be the return of the zero sum style pvp we were assured cr2 would eliminate, it will also unnecessarily extend pvp leaving more oppertunity for the zerg to interfere.... I cant think of any positive advantages in&amp;nbsp;allowing such animations to play.&lt;/p&gt;</description>
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<pubDate>Tue, 3 Jul 2007 05:23:36 GMT</pubDate>
<author>Tytanya_MxO</author>
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<title>Re:Miss-Miss</title>
<description>Indeed the miss-miss animations should be removed and replaced by a short tactic miss-miss round. Well, that&amp;#39;s the &amp;quot;shortest&amp;quot; way around miss-miss. You can&amp;#39;t remove a complete round :-/</description>
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<pubDate>Tue, 3 Jul 2007 06:08:25 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Tytanya_MxO wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;9mmfu wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Yes we did put in a fix related to the Tactics problem.&lt;/p&gt;&lt;li&gt;Special moves no longer automatically hit when both attacker and defender miss in interlock. The animation may still play, but the ability will not do damage or trigger any other effects. &lt;/li&gt;&lt;p&gt;What this means is before this you were hitting when you shouldn&amp;#39;t have been. And the fix for the animation issue is still pending.&lt;/p&gt;&lt;p&gt;Your sense of&amp;nbsp;how often you should hit will now&amp;nbsp;be off obviously.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br&gt; In that case I dont iunderstand the&amp;nbsp;animation comment here?? imo&amp;nbsp;leaving in redundant animations will surely be the return of the zero sum style pvp we were assured cr2 would eliminate, it will also unnecessarily extend pvp leaving more oppertunity for the zerg to interfere.... I cant think of any positive advantages in&amp;nbsp;allowing such animations to play.&lt;/p&gt;&lt;/blockquote&gt;No?&lt;br&gt; &lt;br&gt; Leaving in the animations means you leave the miss-miss round in interlock.&amp;nbsp; If you took out the animations and just ignored miss-miss altogether, THEN you&amp;#39;d be a lot closer to zero-sum fighting.&amp;nbsp; You do know what the term means, right?&lt;br&gt; </description>
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<pubDate>Tue, 3 Jul 2007 07:45:17 GMT</pubDate>
<author>Fatmop</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Fatmop wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br&gt; After-interlock rounds are only caused by the few abilities that apply damage at the very end of their animation.&amp;nbsp; Fixing those damage times would go a long way to helping you out in interlock.&lt;br&gt; &lt;br&gt; &lt;/blockquote&gt;&lt;p&gt;&lt;br&gt; Yeah, that really needs a *CENSORED* fixing too, seriously adds to the trap of interlock issue cos you might finish the fight, bloody well win, but still have to spend 4 seconds stuck there as a sitting duck for free fire.&lt;br&gt; &lt;br&gt; Personally i hope the tactic switching, withdraw bugs and this are pretty high up on the priority fix list, these major flaws and problems really send out big repurcusions into the entire sector of combat.&lt;/p&gt;&lt;p&gt;As for the animation thing, i just commented cos of how butt ugly broken and wrongly played (ability hiy despite miss/miss) animations are to the experience.&lt;/p&gt;</description>
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<pubDate>Tue, 3 Jul 2007 07:54:19 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Fatmop wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Leaving in the animations means you leave the miss-miss round in interlock.&amp;nbsp; If you took out the animations and just&lt;b&gt; ignored miss-miss altogether&lt;/b&gt;, THEN you&amp;#39;d be a lot closer to zero-sum fighting.&amp;nbsp; You do know what the term means, right?&lt;br&gt; &lt;/blockquote&gt;Unfortunately, you can&amp;#39;t just ignore a whole round. It doesn&amp;#39;t work &amp;gt;_&amp;lt;&lt;br&gt; </description>
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<pubDate>Tue, 3 Jul 2007 11:31:52 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Miss-Miss</title>
<description>Yeah, that was my point.&amp;nbsp; From what I gathered reading Tytanya&amp;#39;s posts, she would prefer the miss-miss rounds just disappear altogether.&amp;nbsp; Maybe I&amp;#39;m wrong.&lt;br&gt; </description>
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<pubDate>Tue, 3 Jul 2007 14:04:42 GMT</pubDate>
<author>Fatmop</author>
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<title>Re:Miss-Miss</title>
<description>&lt;p&gt;Processes and calculation can resolve many rounds before we have time to register the delay, in this instance if a round of combat produces no net effect, it is surely&amp;nbsp;just padding, given the choice I would prefer my combat tighter and more efficient ie no animation (from 9mmfu&amp;#39;s post that is what I interpreted was going to be the case)?&lt;/p&gt;</description>
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<pubDate>Wed, 4 Jul 2007 07:36:28 GMT</pubDate>
<author>Tytanya_MxO</author>
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<title>Miss-Miss</title>
<description>9mm was referring to the fact the hit-miss animation still plays despite it being a miss-miss situation. That&apos;&apos;s getting fixed to be the right animation not to destroy the outcome altogether =P</description>
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<pubDate>Wed, 4 Jul 2007 07:52:51 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Tytanya_MxO wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Processes and calculation can resolve many rounds before we have time to register the delay&amp;nbsp;[...] &lt;/p&gt;&lt;/blockquote&gt;Not if two players are lagging heavily. Also, cutting a combat round, even if you could &amp;quot;over-calculate&amp;quot; it, doesn&amp;#39;t sound possible for me (IMO you can&amp;#39;t view the calculations alone, otherwise that would be possible. But the calculations are hard-bound to the rounds they are in, IMO)&lt;br&gt; </description>
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<pubDate>Wed, 4 Jul 2007 11:06:41 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Tytanya_MxO wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Processes and calculation can resolve many rounds before we have time to register the delay, in this instance if a round of combat produces no net effect, it is surely&amp;nbsp;just padding, given the choice I would prefer my combat tighter and more efficient ie no animation (from 9mmfu&amp;#39;s post that is what I interpreted was going to be the case)?&lt;/p&gt;&lt;/blockquote&gt;&lt;br&gt; You need some time to take up a miss miss round to keep IL Consistent and give the other players a chance to set up their next round of attacks and tactics. If miss miss rounds were removed completely wouldn&amp;#39;t rounds flash by absurdly fast if someone was on block tactics and result in the other layer draining of IS extremely fast while the blocker gains IS at a huge rate.&lt;br&gt; &lt;br&gt; It would also screw with reuse timers and ruin the attack cycles people use, they are generally divisible by 4 and 2 for a reason.&lt;br&gt; </description>
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<pubDate>Wed, 4 Jul 2007 19:33:55 GMT</pubDate>
<author>Pylat</author>
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<title>Re:Miss-Miss</title>
<description>The change to miss-miss seems to not be fully working in regards to missed specials.&lt;br&gt; &lt;br&gt; That is, I&amp;#39;ve noticed that if I activate Side Roll Escape or Cartwheel Escape, when they miss I may still roll out of IL if it&amp;#39;s a miss-miss, because the animation plays and rolls me out.&lt;br&gt; </description>
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<pubDate>Wed, 4 Jul 2007 20:20:46 GMT</pubDate>
<author>Bayamos</author>
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<title>Re:Miss-Miss</title>
<description>Same with the Riflemans roll out Bayamo, i noticed it last night in a duel.&lt;br&gt; &lt;br&gt; &lt;br&gt; </description>
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<pubDate>Wed, 4 Jul 2007 22:20:13 GMT</pubDate>
<author>Cihesh</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Bayamo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;The change to miss-miss seems to not be fully working in regards to missed specials.&lt;br&gt; &lt;br&gt; That is, I&amp;#39;ve noticed that if I activate Side Roll Escape or Cartwheel Escape, when they miss I may still roll out of IL if it&amp;#39;s a miss-miss, because the animation plays and rolls me out.&lt;br&gt; &lt;/blockquote&gt;&lt;br&gt; There&amp;nbsp;has&amp;nbsp;always&amp;nbsp;been&amp;nbsp;that&amp;nbsp;possibility&amp;nbsp;(in&amp;nbsp;an&amp;nbsp;other&amp;nbsp;way,&amp;nbsp;though).&amp;nbsp;An&amp;nbsp;old&amp;nbsp;bug,&amp;nbsp;new&amp;nbsp;form. </description>
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<pubDate>Thu, 5 Jul 2007 01:41:07 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Miss-Miss</title>
<description>The animation playing on missed attacks is a problem, since the rollout ones actually force the rollout, and the high damage, e.g punt, miss but still cause the longer time delay.</description>
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<pubDate>Thu, 5 Jul 2007 04:01:01 GMT</pubDate>
<author>Aquatium.</author>
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<title>Re:Miss-Miss</title>
<description>Block is a legitimate tactic and miss miss when one person uses it would be entirely reasonable, under any other circumstance miss miss seems an unnecessary and redundant aspect of the system, I understand the problem of synching rounds but surely as its only played between two parties a full 4seconds does not need to be wasted.</description>
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<pubDate>Thu, 5 Jul 2007 04:39:09 GMT</pubDate>
<author>Tytanya_MxO</author>
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<title>Re:Miss-Miss</title>
<description>Aquatium. wrote:&lt;br&gt; &lt;blockquote&gt;The animation playing on missed attacks is a problem, since the rollout ones actually force the rollout, and the high damage, e.g punt, miss but still cause the longer time delay.&lt;/blockquote&gt;&lt;br&gt; Indeed, its a blessing and a curse for MKT&amp;#39;s. You get the punt missed now your stuck in interlock with a mind set that the punt went off but really you dealt no damage, and the other you roll out knowing you missed the escape but the animation played out so you take it and run.</description>
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<pubDate>Thu, 5 Jul 2007 05:16:42 GMT</pubDate>
<author>Ic3b3rg</author>
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<title>Miss-Miss</title>
<description>Yup, i noticed the rollout thing too.
&lt;br&gt;
&lt;br&gt; Which is weird because that means the actual process of leaving interlock is tied into the animation system, not the ability =P</description>
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<pubDate>Thu, 5 Jul 2007 05:32:47 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:Miss-Miss</title>
<description>&lt;cite&gt;Tytanya_MxO wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Block is a legitimate tactic and miss miss when one person uses it would be entirely reasonable, under any other circumstance miss miss seems an unnecessary and redundant aspect of the system, I understand the problem of synching rounds but surely as its only played between two parties a full 4seconds does not need to be wasted.&lt;/blockquote&gt;&lt;p&gt;&lt;br&gt; Yes, but you need to take into account the re-use timer of an ability, if you miss then the 4 sec&amp;#39;s will still play out, all the while the re-use timer on that ability is going. If we make miss-miss have no timer or less than 4s, then the re-use timer on the ability suffers for it.&lt;/p&gt;&lt;p&gt;Ice, MA&amp;#39;s get it too with the abilites that have longer animations, cept we don&amp;#39;t have an ability animation for rollout .&lt;/p&gt;</description>
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<pubDate>Thu, 5 Jul 2007 06:26:22 GMT</pubDate>
<author>Aquatium.</author>
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<title>Re:Miss-Miss</title>
<description>&lt;p&gt;Hrmm the rollout abilities still running are an issue that will need to be looked into. &lt;/p&gt;&lt;p&gt;Thanks for reporting it.&lt;/p&gt;</description>
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<pubDate>Thu, 5 Jul 2007 10:12:34 GMT</pubDate>
<author>9mmfu</author>
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