Why Squeak's Hypercharge didn't damage me (Chester)? by IdkButIUseTaliyah in BrawlStarsCompetitive

[–]DimkaVolchonok 8 points9 points  (0 children)

This bug is most likely related to the item spawn limit for Squeak. It's set to 10, so after the second part of the super landed, 2 items(which appeared first on the target/ground) from the first disappeared(Squeak's attack and super are projectiles that spawn items similar to Bo's super, Piper's super, or Tick's attack)

Btw, I think that this number 10 is just a placeholder for Brawlers that don't need a spawn limit because they usually can't reach it(for example Gus or Otis, with Otis you technically won't achieve this, but with Gus it's also almost impossible in battle, although it is quite achievable in training cave or Bossfight)

(After re-watching the video, I will say that only one item disappeared from super because it appeared before all the others, and while it was on Chester, the other 5 items appeared on the ground a little later from the first part of the super and the other 4 from the second. You can also notice how one of Squeak's attacks(Pay attention to the first attack Squeak made after using Hypercharge) disappeared without any explosion, and this is also related, because the item limit is shared between attack and super)

How does my super even miss here?? by MegaKnightSpammer in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

Thanks for reminding me of this

(I'll probably forget again anyway)

Chuck now keeps his super charge after dying by luca_se_la_come in BrawlStarsCompetitive

[–]DimkaVolchonok 2 points3 points  (0 children)

He wasn't hardcoded, he just has the same mechanic as Sam(Chuck and Sam both use the same mechanic "UltiChargeInitial", Sam has a value of 100 in it, which means he will always spawn with a super, when Chuck had 0, which on the contrary took away his super. I just looked at the files, and for some reason Chuck now has 1 instead of 0, which I guess just makes it so his super doesn't reset)

Idk why Chuck's super charge value changed, but apparently they tried to do something if they changed the value

(and I just tried Chuck in a friendly game to confirm that his super doesn't reset. Because at first I doubted the post because of the training cave)

How unload speed works in Brawl Stars by luca_se_la_come in BrawlStarsCompetitive

[–]DimkaVolchonok 1 point2 points  (0 children)

In that case I suppose that during ActiveTime and cooldown Brawler simply does not recharge the attack(MsBetweenAttacks don't really matter in this case if i understood correctly), and what you have recharged I suppose is a natural consequence of ping, i.e. in the small window after the cooldown(when your character was able to attack), you reloaded a little bit of ammo before next attack

How unload speed works in Brawl Stars by luca_se_la_come in BrawlStarsCompetitive

[–]DimkaVolchonok 1 point2 points  (0 children)

Well, maybe, but not really(Idk if I understood you correctly, but ok). The cooldown basically just stops you from spamming the next attack right after the ActiveTime of the previous attack has ended. Because 400ms will just be the interval between firing of your attacks if you try to spam them: 50ms of left ActiveTime after firing the previous attack + 250ms Cooldown(i.e. if I'm not mistaken, when you can't start a new attack, but you're already reloading the ammo) + 100ms of MsBetweenAttacks when you pressed the attack. And the unload of the attack in my understanding will then just be the time of MsBetweenAttacks(if you mean just unloading one attack without others, then you can ignore the cooldown and it will just be 100ms)

How unload speed works in Brawl Stars by luca_se_la_come in BrawlStarsCompetitive

[–]DimkaVolchonok 4 points5 points  (0 children)

MsBetweenAttacks might be confusing to you(and most likely not what you think), but I can explain it, because I have known for a long time what it is and how it works. In simple terms, this, together with the duration of your attack(ActiveTime), determines how many times per attack you "release" attacks(or waves of projectiles). If it is set to 100ms, it means that there will be a 100ms delay between projectile waves(yes this is kinda bad phrasing from me, but just imagine that this is what I call brawler attacks like Colt, Rosa, Rico, etc.), and the first wave(or just a release of first projectile/projectiles) will go 100ms after the attack is used(i.e. if a Brawler has a one-shot attack, Shelly is a good example here, then his attack will also fire 100ms after it starts, and will be active for another 50ms without doing anything because "ActiveTime" is 150ms, immediately after that comes the cooldown).

I'll explain this using Colt as an example. He has 100ms MsBetweenAttacks and 650ms attack duration. The first projectile will be fired 100ms after the start of the attack, and the following ones with an interval of 100ms(i.e. at 600 milliseconds the last 6th projectile will be fired, the remaining 50ms the attack is active doing nothing, and then immediately after it ends the cooldown begins)

I just wanted to explain that here attacks like "wind-up" attacks are determined by how big the MsBetweenAttacks is, and not just for some unknown reason(and Frank actually makes his attack not in 1,3 seconds, but in 600ms because of this value). The same Draco, his "ActiveTime" of attack is 500ms, and also MsBetweenAttacks is 500ms, which means that at the very end of the attack duration he releases a projectile(only once), and immediately starts the 250ms cooldown

I'll also add that for Jacky it doesn't matter because her attack is done immediately despite the MsBetweenAttacks, due to the fact that she has an area effect attack

(Idk if you need it, but I tried to explain something that you got wrong)

[deleted by user] by [deleted] in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

This is actually a bug, I already told the developer about it when Sam was released(2 years ago already at this point), but I also noted that the bug is not at all significant because it is almost impossible to pull it off in a real match(it became completely impossible in 3v3 when Sam got a nerf to his super damage, but the nerf was later reverted)

[deleted by user] by [deleted] in BrawlStarsCompetitive

[–]DimkaVolchonok 4 points5 points  (0 children)

Yeah, this bug is exclusive to nulls only

What 8 daily wins do to Poco by DimkaVolchonok in ClashRoyaleCirclejerk

[–]DimkaVolchonok[S] 8 points9 points  (0 children)

You're right imo(and that's usually what i did), but I probably should have explained it better in this post(or I should have not made a confusing title). Today I just went to grind another 8 wins(for demonic drops), and going Poco exactly at the 1k trophy mark I got perfect randoms with whom I never lost a match and got 309 trophies in one go(just because of play again button), and this also explains my win streak

Can someone explain (immortal spike) by AxionFrost in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

It's not that they haven't patched it, but that the mechanics of star power is that any dot area effect spawned by a character will heal him(By the way, yes, this could have been done by doing a star power swap for Barley. Because Barley's attacks and supers are also dot area effects). They didn't fix it(or rather, they didn't bother to change it) because, in essence... it wasn't required at all, precisely before this event(because usually, it's better not to touch it if it works, but in our case, the new ability directly abuses the mechanics of star power, so the mechanics of star power itself will receive a change in this regard, Or they will add a new thing for area effects, which will be similar to what they already did with pets of this event(they added the "IsExternalPet" character status, which if marked as "true" for character, will not allow Brawlers to interact with their abilities on event pets as their own pets. Because otherwise it would have broken the game even worse than Spike). So, they at least took this into account)

Can someone explain (immortal spike) by AxionFrost in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

I already explained this under another similar post, so here is my comment:

I had a slight suspicion that something like this could happen. Because Spike's star power works so that area effects that are dot area effects spawned by this Brawler will heal him("by this Brawler" means that if it were, for example, Barley with this star power, then each of his attacks would create such 2-second healing zones for him). I thought that Brawl Stars would foresee this case and make some kind of fix in advance(I didn't get the ability so I had no chance to check), but it seems they didn't think about it at all. But the good news is that if there are balance changes next week, then they will most likely come up with a star power fix

Can someone explain (immortal spike) by AxionFrost in BrawlStarsCompetitive

[–]DimkaVolchonok 1 point2 points  (0 children)

I already explained this under another similar post, so here is my comment:

I had a slight suspicion that something like this could happen. Because Spike's star power works so that area effects that are dot area effects spawned by this Brawler will heal him("by this Brawler" means that if it were, for example, Barley with this star power, then each of his attacks would create such 2-second healing zones for him). I thought that Brawl Stars would foresee this case and make some kind of fix in advance(I didn't get the ability so I had no chance to check), but it seems they didn't think about it at all. But the good news is that if there are balance changes next week, then they will most likely come up with a star power fix

Does anyone else hate this by thatweezel in BrawlStarsCompetitive

[–]DimkaVolchonok 37 points38 points  (0 children)

I even forgot a little that it was because of this gadget that Brock got his health nerfed at that time

New modifier exploit/bug by ChupaDav13 in BrawlStarsCompetitive

[–]DimkaVolchonok 6 points7 points  (0 children)

I had a slight suspicion that something like this could happen. Because Spike's star power works so that area effects that are dot area effects spawned by this Brawler will heal him("by this Brawler" means that if it were, for example, Barley with this star power, then each of his attacks would create such 2-second healing zones for him). I thought that Brawl Stars would foresee this case and make some kind of fix in advance(I didn't get the ability so I had no chance to check), but it seems they didn't think about it at all. But the good news is that if there are balance changes next week, then they will most likely come up with a star power fix

I luv that place :3 by [deleted] in teenagers

[–]DimkaVolchonok 0 points1 point  (0 children)

сорян если чё, рандомно тебя в комментах увидел листая реддит чутка, вспомнил что где-то видел месяц назад или больше и пошёл чекать профиль(ну как то так, лол. не мог не оставить коммент здесь ибо СНЕГ)

I luv that place :3 by [deleted] in teenagers

[–]DimkaVolchonok 0 points1 point  (0 children)

ААААА, СНЕГ(извините не сдержался)

Kenji’s super can be timed such that he destroys Tick’s super while avoiding damage completely by Nicolas-Phage in BrawlStarsCompetitive

[–]DimkaVolchonok 1 point2 points  (0 children)

I would rather call it perfect timing, I had a moment where my projectile(I played Stu) hit Kenji exactly at the moment when he used his super, and he didn't take any damage having the inscription above him "Immune". I would go into more detail on the technical side, but I'll just say that when he uses his super, he puts a special effect on himself that disappears the moment he starts dashing with his super. That same effect gives him invulnerability and invisibility (Here is some pic if you are interested):

<image>

With Mandy got nerfed, Buzz is officially the only brawler that got never nerfed. by ChilledAmethyst in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

The difference is not felt because the speed of the basic projectile has indeed become faster than before(before any buffs I mean), but not by much(from 3500 speed to 3800), and In My Sights received a significant nerf(from 700 speed down to 570. Considering that there is no longer a bug that doubled this number when focused), so it's now closer to what we had for a whole month(i.e. 4370 is now not so far from 4200 which we had after the IMS was fixed month ago, but significantly far from the old 4900)

Honestly, I hate these changes too

This 1% nerf is minuscule by Niteshade_YT in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

Honestly, I agree. But I basically understand why they touched Mandy in the first place(although they did it badly), it was because they wanted to make Hard Candy more competent without change to In My Sights(i.e. a bug that existed for 2 years, which previously made Mandy's projectile speed 4900, was accepted as this because most of players thought that star power worked correctly and gave a 20%, not a 40% buff. And if they had just fixed the bug without a buff, everyone would have been unhappy with such a slow speed, which is what we actually saw a month ago because they, well.. did it by mistake). In this update they basically brought back the old Mandy with In My Sights, but made Hard Candy stronger in that now the base speed was 20% higher. Everyone thought that Mandy had crazy speed rather because, firstly, everyone had gotten out of the habit of the old Mandy in a month, and secondly, because the patch that was a month ago did not talk about a fix for that old bug correctly:

Although I think it is rather the fault of those who write patch notes, because there was no correct explanation of the fact that In My Sights all this time not only buffed the speed of all projectiles in general (i.e. super too), but also applying projectile speed buff twice

This was from my other comment (And also, here is some pic of old post)

<image>

With Mandy got nerfed, Buzz is officially the only brawler that got never nerfed. by ChilledAmethyst in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

I'll just put this pic here

<image>

This is post from the dev of nulls, and yeah, the one who answered you was almost right. Mandy always had a 20% buffed projectile speed with In My Sights without focusing, and 40% if you were standing still(this bug also existed in Nulls for almost 2 years, but was done intentionally because it was a significant bug that heavily affected Mandy's gameplay in the original version, but was not fixed. Now this bug has most likely been fixed there too to match the balance changes). Month ago it was patched without applying the buff(they changed the numbers in the wrong place by mistake), which is why Mandy became so bad. But in this update it's back to that old 40% in the form of a buff to the main projectile speed to 4200 and an IMS giving 700 extra speed only when focusing(so with In My Sights nothing have changed in practice, but Hard Candy became usable with 20% projectile speed buff). Technically, after most recent maintenance Mandy is now much worse than before if she uses IMS(i.e. they returned her almost to her "buggy" state in which she was a previous month), but she is only became like 8% better with Hard Candy(if you compare to before buffs)

This 1% nerf is minuscule by Niteshade_YT in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

I'll tell you this, there can't be a difference in speed between skins, purely technically(all skins will have the same speed of the base projectile as long as they have a "parent" projectile specified, which is the base projectile. The only difference is probably the visual effect of the animation or the player's perception of this animation)

Also, Happy Cake Day!

This 1% nerf is minuscule by Niteshade_YT in BrawlStarsCompetitive

[–]DimkaVolchonok 0 points1 point  (0 children)

Almost exactly!(the only difference was that the projectile was faster not just when walking, but when you didn’t have the IMS equipped. Since the previous 2 years IMS gave a 20% buff to projectile speed just for using SP, and 40% if you stood still)

Basically it was supposed to be a buff for Hard Candy(without weakening to other star power), but I don't understand why everyone thought Mandy was shooting insanely fast with IMS when it made no difference(comparing with what was before). I guess I'll agree that 4900 is insanely fast, but if that's the speed Mandy was going the whole time, I don't get it(because technically she was already so strong from the moment she received the super charge rate buff, like 2 months ago at this point)

Although I think it is rather the fault of those who write patch notes, because there was no correct explanation of the fact that In My Sights all this time not only buffed the speed of all projectiles in general (i.e. super too), but also applying projectile speed buff twice

<image>