Quote:
Originally Posted by Crono
Horrible example @ Blobz.
|
How is it a horrible example?
It clearly shows his opponent being hurt a whole 2-3 seconds after Blobz had slashed around that area. This backs up the idea that with the combination of default hit detection and lag a sparrer has to guess ahead of time.
Quote:
Originally Posted by Crono
Sparring people I've sparred on UN and iClassic on Classic felt completely different. The HD just reacts differently. I mean, I can't believe how obvious this is...
|
It's not obvious though, a lot of sparrers do not notice a difference, and those that claim to can either never explain it, or have some pre-conceived notion based on pre-wipe Classic's HD.
Quote:
Originally Posted by Crono
I don't hit people from awkward distances on either server, only on Classic.
|
This is either due to some technicality involving the different machines the servers are hosted on, sheer coincidence, or a biased exaggeration. This behaviour is perfectly normal (even if confusing) to occur as a result of the default clientside hit detection mechanism, and is exactly what the video shows. There is nothing scripting wise on Classic that would be invoking a higher delay, synchronised variables are kept to a minimum where they might be used more wrecklessly on an older more dated server.
Quote:
Originally Posted by Crono
Maybe it's the level 3 shield thing, I don't know, but as an active player who actually plays multiple servers I can confirm that it's not the same.
|
The movement speed being pixel perfect does mean it is not exactly the same as default, however the difference is only very slight (visually un-noticable), and is also more accurate.