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Lower timeout of jumppad + conc combo nerf #383
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Tested this out a bit. Here's a best-case-scenario tidal run (with 1.5s timeout): http://ffpickup.com/temp/2020-11-30%2000-29-53(00h00m43.634s-00h00m49.733s).mp4 Thoughts:
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i think the interpolation idea is pretty interesting and actually quite good, there's a bit of an element of consideration that way, and gives a tad bit of control over how much speed you want when. i'm all for this idea. |
squeek502
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The primary cap works the same as in current FF but will now timeout after 1.5 seconds (or touching the ground). The new secondary cap works like it did before fortressforever#122 (speed is capped at 1700 total magnitude) and will timeout after 3.0 seconds (or touching the ground). This allows for some very specific things to work as they did before (like tidalwave yard jump pad -> surf -> conc) without opening up too much room for exploitation. Closes fortressforever#383
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Something to look into. Could maybe reduce it to 1.5 or 2 seconds to open up a few more chaining possibilities (e.g. tidalwave yard jump pad -> surf -> conc) without it affecting much else.
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