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I'm a little late on this, but I see tempo as change in value over change in time. ΔT=ΔV/Δt. It's not worth while to quantify value directly, but kills > space > objective and everything else is negligible. Value is net 0 so Va = -Vb

1 month ago 0 0 0 0

I'm pretty sure the damage is, but the knockback isn't. I've had this exact interaction happen dozens of times on both stamper and decav

2 months ago 2 0 0 0

It's position dependent which is why it's inconsistent. If the shield escapes the ground it goes flying, if not it'll change velocity to match the slope of the ramp

3 months ago 1 0 0 0

For example, let's imagine the ground check is a raycast (thin line) at the center of the shield that goes 0.04 DU below the bottom of the shield hitbox. Recycled's shield moves at 0.15 DU/f, so if it crosses onto a 30° ramp that means it can reach up to ~0.05 DU above the ground on the ramp

3 months ago 1 0 1 0

I would imagine that it has to do with how the game determines if an object is in a grounded state, usually with a hitbox located below the object's feet. For most games, that hitbox is only checked once per frame, so if an object "skips" over that space in one frame then it exits the grounded state

3 months ago 1 0 1 0
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how has HDFG lasted so long? | Notion tl;dr - i think i lowkey might be the best team manager in the entire western scene so i just kinda found ways to avoid or address all the pitfalls that kill teams, at least so far

tl;dr - not even trying to be arrogant but i think i lowkey might be the best team manager in the entire western scene lol, i kinda just knew instinctively to avoid or address all the pitfalls that usually kill teams

zy-f.notion.site/how-has-HDFG...

1 year ago 28 6 5 3