Blink

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Blink

Post by Zero Angel »

Clavin12 wrote:Stopping all the weapons might not be such a bad thing. Can MITS mine stop blink?
Nope, all it does is stop movement. The only weapon class that I know of that can stop blink is by using the same class of ordnance that EMP stream uses. The amount of lockdown is adjustable, but it will lock down all weapons indiscriminately during this time.

VSR gave EMP Stream higher speed, longer range and reduced ammo as well as a longer lockdown time (0.3 sec from 0.1 sec) and Domakus uses it in combination with Fang as a method to kill other Scions while preventing them from escaping with Blink -- though it requires skill to cycle EMP/Fang.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Blink

Post by Red Devil »

*checks* nope, didn't say anything about stock, but i did mention variant... :roll:
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: Blink

Post by Ded10c »

Something to stop close-range blinking would probably do the trick.
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: Blink

Post by Red Spot »

If modded assets are needed to prevent blink being abused, I'd rather see blink itself changed. That doesnt mean I dont like VSRs EMP-stream, but that doesnt help the slightest if your playing as ISDF.
So blink needs to be adressed by itself, not by altering other assets, imo.
APCs r Evil
Sabre
Posts: 299
Joined: Sat Feb 19, 2011 4:13 am

Re: Blink

Post by APCs r Evil »

I'm a bit lost. What, exactly, is the point of this thread? Are we still dealing with the Blink bug or with Blink itself being overpowered?

If it's Blink being overpowered, I disagree. I've seen Blinking Scions lose too many times.
Feared_1
Sabre
Posts: 217
Joined: Mon Feb 21, 2011 3:25 am
Location: USA
Contact:

Re: Blink

Post by Feared_1 »

APCs r Evil wrote:I'm a bit lost. What, exactly, is the point of this thread? Are we still dealing with the Blink bug or with Blink itself being overpowered?

If it's Blink being overpowered, I disagree. I've seen Blinking Scions lose too many times.
This.

There is nothing wrong with Blink the way it is except for the blink bug that exists in 6.2.
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: Blink

Post by MrTwosheds »

What, exactly, is the point of this thread?
Just another bout of "blue sky" thinking. Its good that people are still interested enough to do it.
I do rather like the the idea of a device/jammer that disrupts blinks functionality, maybe not for stock, but for a mod, just a wide enough effect to prevent ships from blinking out of your base again.
User avatar
Zax
Attila
Posts: 1388
Joined: Sat Feb 19, 2011 6:56 am

Re: Blink

Post by Zax »

Blink bug is probably backburner for a while. We tried and failed to fix it but we'll see... it really did look like it was gone in localized tests. In fact, that was probably the last thing that had to be fixed before release.
User avatar
Clavin12
Bull Dog
Posts: 676
Joined: Fri Feb 25, 2011 4:50 pm
Location: The Deep(ish) South

Re: Blink

Post by Clavin12 »

What exactly is the blink bug?
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Blink

Post by Zero Angel »

It's when a player appears to blink, but 3 seconds later returns to their original position, not actually having blinked, and having expended no ammo.
User avatar
Nielk1
Flying Mauler
Posts: 2991
Joined: Fri Feb 18, 2011 10:35 pm
Contact:

Re: Blink

Post by Nielk1 »

So IOW its a prediction error. Greaaaaaaaaaat. One of the worst to try to fix.
User avatar
Zax
Attila
Posts: 1388
Joined: Sat Feb 19, 2011 6:56 am

Re: Blink

Post by Zax »

Nielk1 wrote:So IOW its a prediction error. Greaaaaaaaaaat. One of the worst to try to fix.
It gets worse. Blink bug part 2 is when they blink into your face and the game suddenly has to update the positions of two vehicles in the same place in one tick. Which involves collisions. Weeeeeee! I have the blink bug fairly chronicled in video evidence.

http://bzscrap.org/users/zax/blink%20warp.m4v

That there is a live demonstration of us forcing blink warp on a player. Try fighting back under that barrage. It may look fairly innocuous, but in reality he isn't waiting a few seconds, and you are being thrown around by arc and gauss maybe. That video actually shows both blink effects, the warp and the bug.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Blink

Post by Zero Angel »

Well, it's not only the collisions, but also the fact that any explosion that uses kickOmega will cause the player to be disoriented more than usual (multiworld warp).
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Blink

Post by Red Devil »

anyone tried toggling game.altremotepredict?
User avatar
Zax
Attila
Posts: 1388
Joined: Sat Feb 19, 2011 6:56 am

Re: Blink

Post by Zax »

Zero Angel wrote:Well, it's not only the collisions, but also the fact that any explosion that uses kickOmega will cause the player to be disoriented more than usual (multiworld warp).
Call it the wrath of God screwing with bz2 players for all I care; the video shows exactly the problem and what it does to a player for anyone who does not know.
Post Reply