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[ Help ] Are interrupts useful?

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  • Registered: 2017-07-24
  • Topics: 163
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On 2018-01-01 09:01:06Show All Posts
6#

You are able to interrupt somebody, basically, only if you don't lag and also if he doesn't lag, it's enough that one among you two lags, even less tha 500 ms, to make, with the correct timing, a mystery impossible to be interrupted, unless you had the luck to be on auto exactly when the enemy chooses to move (but also going on auto is subject to lag and is very risky).





This post was last edited by Garv on 2018-01-01 09:01:31.
  • Registered: 2017-07-24
  • Topics: 163
  • Posts: 2514
On 2018-01-02 09:39:34Show All Posts
11#
  • DigitalRelease On 2018-01-02 06:47:29
  • 4 3 2 1 - 1 2 3 4

    So each number has their own turn, 1 - 1 roughly go at the same time with the obvious exception to the rule being initiative, then 2 - 2 go, so on & so fourth.
    Both sides take turns in that order regardless of where the ninjas are placed, if you have an interrupt in slot 2, you can never land your interrupt on slot 1 that's just the basics of how the mechanics work. Slot 2 can interrupt slot 2 & below, but if slot 2 uses his mystery exactly on his turn, he will go- regardless of initiative & this goes for all numbers below, slot 2 interrupt can't actually interrupt anyone if they use their mystery on their own turn, a perfect way to replicate this & notice it, is with Mei- on Mei's turn she uses her fog to poison, if you use her mystery precisely during this fog she will proceed to use her Mystery & you can't stop it.

    To fix it, you'd have to implement some sort of delay & check factor during the point a mystery is used- so the entire board would stop for a split second allowing time for the game to pick up an enemy interrupt.

    I could be wrong, but since starting this game all I've done is Arena because it's like the only thing to do & this is basically what I've noticed.


the issue is that standard attacks landing time server side is preset and don't get any delay when you select a mystery, so if you are able to use a mystery very close to the moment the following standard attack gets to land the mystery is more or less uninterruptable unless your enemy is on auto in the same exact frame of time (so if he clicked on auto during the previous standard attack action).

  • Registered: 2017-07-24
  • Topics: 163
  • Posts: 2514
On 2018-01-13 12:00:14Show All Posts
19#
  • PraiseLuka On 2018-01-09 03:44:30
  • Playing around interrupt aren't exactly all sunshine and daisies. Due to the delay problem caused by chase chains, if you wait too long you might end up unable to cast, or worse, screw up your next round's action due to the cast attempt.

    There are potential solutions, but it either gets really complicated from both a programming and usage perspective or would cause significant delays in battle, which is simply not viable if you consider GNW--We are not the most populous server and yet we have experienced time outs. A delay before every mystery will see every GNW battle of more than 2 squads on each side end up in time out.


    I have proposed a rather complicated automatic response casting queue before but... that's just complicated.


    On a side note, due to the popularity of immunity ninja like Roshi, as well as a number of mass cleanse ninjas, now CC frequently work like interrupts, because the CC aren't going to *. So this is really becoming more and more of a problem.

95% of the issues would be solved if they added a string of code that said that when you use a mystery then the following standard attack is forcefully delayed by 3 seconds and the mystery gets landed 2 seconds after the moment you clicked on it.

Almost everybody with this little modification would be able to go on auto at the right time or would have the time to see the icon popping out on the enemy ninja head.


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