Input buffering really helps a game feel way smoother. Would be nice to have.
I’ve never dealt with this problem, but on paper it utilizes more features of combat and makes it far more viable.
If it makes it easier to pvp, more fluid, and generally have a more wide skill range I think this would be nice.
Iirc it’s also because moves don’t have “frames” in AO, they’re all just considered animationsemphasized text
i always wondered why blocking was so annoying
When I’m talking about an input buffer I’m not talking about queuing inputs like pressing Q, E and then G all at once to blast, fire a beam, and then hold block when the beam is done.
I mean: If holding G and not in the middle of something, block.
Initially pressing the button is no longer what triggers the action.
The action is triggered as long as the button is pressed.
Queuing inputs like that sounds miserable I’d never want that lol.
uhh
Imagine mashing your keyboard, then leaning back into your chair, for your character to then run by itself for a solid few seconds.
Now imagine winning a fight by doing that at the end.
it would be the ultimate flex to queue inputs for an entire fight at the start of a fight and win.
opponent’s slightly too predictable lol.
this is what high elo chess players do btw
I’m convinced they see time differently.
I think the only issue with this is that it would help air stalling a lot. Also, how would charging up an attack work with this?
I imagine that you’d hold Q to charge up a blast, let go of Q to fire the blast, and during endlag press E to prepare your next attack, once endlag ends the attack starts, and it charges until you release E.
this should only be added for block
Hell yeah
Cs
game is
unplayable without that
This topic was automatically closed 3 days after the last reply. New replies are no longer allowed.