This is how to me repels and everything connected to them appears to work:
At the instant you press repel, your SS client repels everything that's within range and it 'knows' about. However it doesn't do this every frame it renders, only let's say every 4th. Let there be a WB at fairly close range that fired. So prior to the next frame your client gets the info that a bullet was shot at a specific point and direction 1/5 of a second ago (laggy), calculates where the bullet is now and displays the bullet. Even though the bullet is in the repel effect area, your client doesn't check for it. Had you pressed repel at this frame, your client would've known the bullet was there and repelled it. You didn't, the shot travels for another 2 frames and hits, you die by rep ignore.
The one and only true solution:
Make bullets (and bombs) slower so there are more frames in which they are in-flight per distance travelled. Anyone want to argue for that?
Increasing the repel strength (i.e. RepelSpeed) won't do anything for helping rep ignore, only drive everyone else crazy. Decreasing it will make repped mines travel too slowly among other things.
Increasing the repel radius (i.e. RepelDistance) won't do anything for helping rep ignore at close range, but decrease the skill required to stop a bullet at longer range, rise the duration and likelyhood of battles being stalemates exponentially, aside from driving everyone else crazy. Decreasing it would make even the skillful sharks complain.
If you travel at high speed, don't expect repels to do much for you since you'll be out of the repel radious sooner the faster you travel. The repel doesn't stick with you. And a shark like any ship should require skill to play, dodge, wait for the moment to rep, not plow through a contested flagroom with rep-rep-rep-rep expecting to be invincible doing so.
I like the present speed and distance settings but would put RepelTime to something lower (170 or 150) for various reasons. Creates strange effects for an otherwise manouverable ship rushing around even when the shark that repped may be far away already.
At the instant you press repel, your SS client repels everything that's within range and it 'knows' about. However it doesn't do this every frame it renders, only let's say every 4th. Let there be a WB at fairly close range that fired. So prior to the next frame your client gets the info that a bullet was shot at a specific point and direction 1/5 of a second ago (laggy), calculates where the bullet is now and displays the bullet. Even though the bullet is in the repel effect area, your client doesn't check for it. Had you pressed repel at this frame, your client would've known the bullet was there and repelled it. You didn't, the shot travels for another 2 frames and hits, you die by rep ignore.
The one and only true solution:
Make bullets (and bombs) slower so there are more frames in which they are in-flight per distance travelled. Anyone want to argue for that?
Increasing the repel strength (i.e. RepelSpeed) won't do anything for helping rep ignore, only drive everyone else crazy. Decreasing it will make repped mines travel too slowly among other things.
Increasing the repel radius (i.e. RepelDistance) won't do anything for helping rep ignore at close range, but decrease the skill required to stop a bullet at longer range, rise the duration and likelyhood of battles being stalemates exponentially, aside from driving everyone else crazy. Decreasing it would make even the skillful sharks complain.
If you travel at high speed, don't expect repels to do much for you since you'll be out of the repel radious sooner the faster you travel. The repel doesn't stick with you. And a shark like any ship should require skill to play, dodge, wait for the moment to rep, not plow through a contested flagroom with rep-rep-rep-rep expecting to be invincible doing so.
I like the present speed and distance settings but would put RepelTime to something lower (170 or 150) for various reasons. Creates strange effects for an otherwise manouverable ship rushing around even when the shark that repped may be far away already.
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