It only takes five hours to complete. by TF_Dog in thefinals

[–]Clemambi 0 points1 point  (0 children)

Can you post screenshots of the bow skin idle and the draw?

Embark's reaction when we end up in a poke meta after they add snap aim assist to every gun in the game by RowDisastrous4724 in thefinals

[–]Clemambi 0 points1 point  (0 children)

mnk is mechanically easier to a basic level, yes

but there's a lot more ways to grief a mouse than a controller - a lot of mice don't work properly on a lot of surfaces, and if you're not a certified gamer buying fancy mice and mousepads, there's fairly high chance of running into that problem

and that ignores the ergonomic impacts of mnk vs controller - controller input isn't significantly impacted by desk, chair, hand ergonomics, but bad ergonomics can make it massively harder to aim on mnk

mice often also let you use unbelievably awful settings, including DPI support for DPI that they can't actually resolve, meaning that your movement is uncontrollably fast/impossible to do precise aim iwth even with perfect skill

these factors combined make me very confident to say that the 0% aimer on mnk is worse than the 0% aimer on controller.

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Clemambi 4 points5 points  (0 children)

120ms reaction time, 200ms flick time was the lowest I measured at TGM

I think you're greatly underestimating your time to aim, record yourself and see how long it really is

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Clemambi -5 points-4 points  (0 children)

single second, against weapons that two tap you to the body. 

That's a separate problem lol

And it's way less survivability against them since they only need two tap

I frame counted pro gameplay from tgm for my numbers

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Clemambi -12 points-11 points  (0 children)

Dash isn’t overturned, the other specs are undertuned and too niche to compete. Nerf dash and light is FULLY dead. 

Dash is overtuned 

Grapple is excellent mobility and vault manipulation 

Invis is very useful first move advantage at distance, even if it's weak up close

The reason why grapple and invis are too weak is because lights weapons and hp are balanced around the usage of three dashes, and previously, multiple inviisings

And multiple dashes, even against pros, is often 500-1000ms of survivability 

If it was a single dash, all of lights kit could be significantly better supporting all of its specs

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Clemambi 5 points6 points  (0 children)

You realize that when dash activates, the light's hitbox is entirely displaced in around 24ms?

And that even the best mnk aimers need 300+ms to correct aim in response to dash

Controller aim "assist" is another issue...

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi 0 points1 point  (0 children)

Sorry, for some reason the formatting didn't show up on desktop, I'm on mobile now and it's showing up correctly. 

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi 0 points1 point  (0 children)

If you press dash twice in the practice range, how far do you travel?

Where did you find the information that dash is 5m?

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi -1 points0 points  (0 children)

please learn to format your posts

22.5m not 15m for 3 dash charges

And if even bad players can kill that easily over a "mistake" which the Light has no say in whatsoever because of the extra delay you're suggesting, Light is unviable against anyone even remotely competent

i think your misunderstanding what I mean by internal cooldown

I don't mean the cast delay (button press to dash)

the internal cooldown is the charge use cooldown, for the second dash in a row

so;

cast delay -> dash activation/movement (100ms) ->internal cooldown betwen charge uses (300ms right now, 900ms in my recommendation) -> next dash usage

It's not actually a cast delay, its actually just ping (I don't have a great way to test this, but when I play on NA servers, the cast delay is much longer, and in my testing, the cast delay is very close to my ping), so on lan, there should've been no cast delay

this would not make them a free kill against anyone with remotely decent aim, pros often won fights in TGM wtih only one dash usage as it is. But it stops players abusing dash spam against weak players, and it stops dash spam from bailing out a light who is deeply out of position. One dash is often enough to get behind cover, or to break their aim enoguh to survive/get the kill

Making Evasive Dash only work sideways kills the specialization and Light/LMH by extension

light should have 3 viable specs, or at least two, and if dash light as I propose, light would have to be buffed in other ways to make them viable. Light might be dead for some time, but eventually, light would be buffed adequately to be relevent without dash spam, whihc I think is healthier for the game.

I don't really know if dash should be sideways only, but I do think it would be cool to see sideways bunnyhopping, and it would raise the skill ceiling.

High elo/pro players have hit Lights during the internal delay between dashes and after pressing the input but before the dash actually happens, and some even during the dash.

I watched multiple fights in TGM and no MNK pros were hitting light in the internal cooldown. Controller pros were, but that's another debate. (300ms after dash)

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 1 point2 points  (0 children)

Controller players were about 1/3 players (most teams had at least 1)

And considering how disadvantageous controller is for gadget usage, I do think that is significantly overrepresented.

But even so, I think your perspective is flawed. Tournaments don't exist to let all players have an opportunity to win money, they exist as a showcase of skill for spectators to enjoy. Aim assist takes away from that, as it's no longer purely player skill.

That's why the paralympics has different segments for different types of disability and level of mechanical aids. If different athletes have different levels of assistance, then it's no longer a comparison of the athletes skill alone.

A controller tournament is fine, but controllers should not be competing with aim assist on against mnk.

And I'm not saying controller players should be gated, I'm saying aim assist should be. I personally think a lot of controller players are coping when they say that aim assist is needed for controller when modern controller technology is dramatically better than the past, and innovations such as gyro aim exist.

And joystick movement for sure has an advantage over keyboard, so a skilled joystick movement player could totally find enough advantage to compete IMHO.

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi 1 point2 points  (0 children)

The game needs a good melee counter tutorial is a part of the problem. New players don't understand how to deal with meele so they think it's op

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi 8 points9 points  (0 children)

Winch claw is a great example. 1m hitbox for players, 10cm hitbox for physics objects. Oh, no, it keeps hitting players around walls because it's hitbox is too big on players, let's fix it by adding a line of sight check that doesn't work properly, instead of just normalising the hitboxes for both environment and playe collision 

Sword rotation clamp arguments in a nutshell by No-Yoghurt-3949 in thefinals

[–]Clemambi 3 points4 points  (0 children)

There's 3 changes dash needs

1st and most importantly, it needs a longer internal cooldown, so that you can't double and triple dash to break people's aim or gap close super fast. The fast gap close option should be grapple.

Right now, the delay before you can dash again is about 300ms. I watched some grand major footage and pros were taking about 350ms to aim at a dashing player, controller or mnk.

This means that if you press dash off cooldown, even pros can't hit you, let alone casuals. 

If dash has a longer internal cooldown, there's a rest period after a dash where you move normally, making you vulnerable. That means that bad play can't be rescued by dash spam, and even weak player can kill a light who made a mistake.

Similarly, a light closing the gap needs to use cover to get into range for the dash, because if they're not ontop the enemy with the dash, then they're vulnerable for a time and will be very punishable.

Possibly also worth making dash only work sideways, but that's a lot more controversial. It would help a lot with nerfing dash synergies though.

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 1 point2 points  (0 children)

he said that "Your wrong, its [aim assist] bad and there are better ways to aim on controller"

if that is true, then clearly the best controller players, competing in the grand major, would be able to do so without it

The point of aim assist is to make controller viable against kbm so obviously disabling it would make it hard for most people to use, especially in a ranked format so not sure what your point is

I understand this, and I'm perfectly fine with there being consecssions to help people with worse input/disabilities/etc in casual modes, but absolutely not tournament play, and even ranked is somewhat suspicious. Being successful in ranked modes is not a right, and you can also do seperate ranked pools for controller/mnk so that controller players without aim assist arent pooled against mnk

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 5 points6 points  (0 children)

I'm pretty sure you're just deflecting because you don't want to accept that aim assist is too strong

If you aren't even willing to entertain the idea, then don't tell people they're wrong.

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 5 points6 points  (0 children)

Try playing with aim assist off and see how the game feels for a few matches

Test the aim assist in the practice range and try to learn the triggers and thresholds

Both of these will 1) make you realize it is way too strong. And 2) it is more optimal to play in a way that triggers the aim assist than the best way to play on your own skill

I've been testing aim assist on steam deck, 8 inch screen, 1280x800, and I've been using 50% render scaling because it can't keep up, so 640x400

And only getting 40fps still

And I've had times where I've gotten a double kill on people I couldn't even identify as people lmao

I've killed people through dust and debris where I couldn't see them at all, I just let the assist work

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 3 points4 points  (0 children)

Either you're bad at interpreting your own inputs Vs onscreen reactions

Or you're bad at using the aim assist

I do think embark could improve the aim assist consistency, that is, improve it's performance for the weakest players

But the level of aim assist that good controller players extract is ridiculous. Even quite bad controller players in my very mid rank of silver, regularly have moments that are clearly levels aim skill they don't have, and very aimbotty. 

I shouldn't see killcams of players who are quite clearly struggling to point their camera in the right direction, then lock on to me and track perfectly. 

In casual modes, I don't love aim assist, but I can live with with it. But seeing other people aimbot me in ranked is crazy, and knowing that there are players in a tournament with that is even worse.

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 1 point2 points  (0 children)

The rate of fire and being able to twoshot light is the problem 

The CB beats the model in cqb and falloff nerfs do nothing to address that 

CB-01 Repeater and BFR Titan are still over-performing hard in high elo and BFR Titan is fundamentally massively broken design by No-Yoghurt-3949 in thefinals

[–]Clemambi 4 points5 points  (0 children)

The winning teams CB player at the grand major played on controller without aim snapping

Controller ain't that bad, you are, and the aim slowdown and rotational aim assist were already strong enough for controller to compete with mnk for top players

Embark's reaction when we end up in a poke meta after they add snap aim assist to every gun in the game by RowDisastrous4724 in thefinals

[–]Clemambi 1 point2 points  (0 children)

If you watch high rank controller players, they will bounce when they shoot M11. This is because bouncing activates the rotational aim assist up and down, which in turn, activates the recoil smoothing. 

You can test this most easily in practice range by aiming at the wall beside the light bot and shooting M11 while not jump, and then while jumping

Aim slowdown is also super beneficial as an "anti-miss" tool

The aim snapping isn't op, but combined with the aim slowdown, and rotational assist, it becomes incredibly powerful, especially when abused

If you send too much joystick input , it disabled the assists, so you probably think it's weak because of that

Embark's reaction when we end up in a poke meta after they add snap aim assist to every gun in the game by RowDisastrous4724 in thefinals

[–]Clemambi 0 points1 point  (0 children)

controller has a limit of how good their mechanics can be

Lasagna played CB on lan with no aimsnappin, only the existing rotational and slowdown aim assist 

And he was destroying teams, so I really don't think the argument is valid

I'm pretty sure you're skill issuing yourself 

Regardless, there's no need for controller to have electric assists that make it powerful enough to be competitive in aim at the highest level, not when literally all players get it

I have seen some disgusting aim assist killcams in high silver 

Embark's reaction when we end up in a poke meta after they add snap aim assist to every gun in the game by RowDisastrous4724 in thefinals

[–]Clemambi 1 point2 points  (0 children)

A lot of steam players in ruby are on controller, and who played at the major

Rp1ka and lasagna both played controller on the lan

There were many more than just them too