@Kabam Miike read my post plz sir. It’s above this one
Those articles discussed hit boxes, and a peculiarity to how Unity combines collision detection and frame rate synchronization. If for some reason you can't render frames fast enough to be real time, you have two options: slow down or skip frames. Unity skips frames (at least it does in the version MCOC uses according to DS) and because it doesn't interpolate collisions it can actually fail to render the moment when two things collide, and thus not even know they collided.I don't think that's relevant here. This is more of a rhythm thing. I'm not an expert on Unity, but I know the basics of attack chaining in combat games. When I'm attacking with standard attacks the AI can't attack back with standard attacks, or combat wouldn't work. There are mechanics that basically say that when I execute a light attack there's a period of time during which the target can't actively control movement, and when the target can't activate attacks (these two things are often different: you can often move at times when you can't activate attacks). Our ability to chain attacks together up to a point but no farther is baked into how the attacks work: if we follow attack X with attack Y fast enough, there's no moment in time when the opponent can counterattack. But if we're too slow and we leave a gap in between X and Y, the AI can sneak an attack in the middle. When we use our second medium we ourselves are unable to attack for a window of time, and that window is long enough that the AI "escapes" his temporary inability to attack, and can attack back. This is what eventually truncates our attacks.I suspect that the combination of all of these effects and how they interact with each other is referred to internally at Kabam as "cadence." And every champion probably is supposed to honor the same cadence rules: two mediums force a pause in the chain, as does four lights. This allows the AI to attack back. You have to hold a heavy to "charge" it for some minimum length of time, and I'm guessing this hold time is supposed to be longer than the "suppression" you place on your target when using light and medium attacks. This prevents sticking a heavy at the end of a combo sequence without the AI having an opportunity to attack back. This is probably also a "cadence" rule. But it's apparently also a rule the game isn't following, and thus the players have no way to know it exists.I don't think DS has ever dug into these specific mechanics, but even if he did he could only figure out what the game does, not what rules the developers are supposedly following when they use those action primitives.
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I agree with Integral ^ You agree with... yourself?
I agree with Integral ^