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Author Topic: srFIXty - Straferun fix mod  (Read 17207 times)

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January 13, 2014, 06:34:21 PM
Reply #30

Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #30 on: January 13, 2014, 06:34:21 PM »
Quote from: "MusashiAA"
you seem to be taking this very personally

I am quite interested in determining where this became apparent to you.

January 13, 2014, 06:37:47 PM
Reply #31

Offline MusashiAA

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Re: srFIXty - Straferun fix mod
« Reply #31 on: January 13, 2014, 06:37:47 PM »
Quote from: "Orange juice :l"
Quote from: "MusashiAA"
you seem to be taking this very personally

I am quite interested in determining where this became apparent to you.

You are very passionate and determined into proving it. So far as to still resist literally the same argument by about 4 different people.

January 13, 2014, 06:40:58 PM
Reply #32

Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #32 on: January 13, 2014, 06:40:58 PM »
I suppose I'm passionate about arguing. Because really, I'm just as excited to see everybody running around at 128% normal speed at all times in the next patch. Some men just like to watch the world burn, I suppose.

January 13, 2014, 07:07:51 PM
Reply #33

Offline Zard1084

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Re: srFIXty - Straferun fix mod
« Reply #33 on: January 13, 2014, 07:07:51 PM »
Quote from: "Orange juice :l"
I suppose I'm passionate about arguing. Because really, I'm just as excited to see everybody running around at 128% normal speed at all times in the next patch. Some men just like to watch the world burn, I suppose.
(click to show/hide)
anyways i find strafe running very useful i use it quite often for that speed boost i need when i need to melee someone or outrunning people in Saxton hale CTF but if the mods feel like this evens the playing field for everyone so only the truly skilled wins out then i'm all for it. balance needs to be here so only the truly skilled wins out and not bug exploiters. just my two cents.

January 13, 2014, 07:48:23 PM
Reply #34

Offline Laggy Blazko

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Re: srFIXty - Straferun fix mod
« Reply #34 on: January 13, 2014, 07:48:23 PM »
Good thing this mod doesn't fix the sr50 method I usually use! Har har har!

January 13, 2014, 08:58:22 PM
Reply #35

Offline fortegigasgospel

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Re: srFIXty - Straferun fix mod
« Reply #35 on: January 13, 2014, 08:58:22 PM »
I personally am on the fence with this one, where I do enjoy strafe running now, Megaman only has 1 speed.
Although lets look at Megaman's engine values
Maximum output: 1500PS/1200rpm
Maximum torque: 220 kg-m/8500rpm
As someone calculated from the Wily/Eggman Death Battle! these means Megaman himself can potentially move 62 times faster then Metal Sonic, who can hit "Mach 5" which I will source here http://e-canfactory.weebly.com/1/post/2 ... sonic.html

So uh, Megaman can move faster then Doom Guy, but I like to think that is only a dashing speed and he can't really keep that speed up. But hey this is more about standardized speed.

January 13, 2014, 09:14:55 PM
Reply #36

Offline Tengu

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Re: srFIXty - Straferun fix mod
« Reply #36 on: January 13, 2014, 09:14:55 PM »
I saw this thread and thought to myself "I don't care."


Then I read all the arguing. Then I still thought to myself:


"I don't care."


Is this really that big of an issue? If you ask me this mod should just be a client-sided script that allows you to personally use it if you like, and for those who like to feel as though they're more skilled they don't have to use it. Problem fixed.

January 13, 2014, 09:18:52 PM
Reply #37

Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #37 on: January 13, 2014, 09:18:52 PM »
That'd be a good solution but I doubt it's possible.

January 13, 2014, 11:14:51 PM
Reply #38

Offline Rozark

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Re: srFIXty - Straferun fix mod
« Reply #38 on: January 13, 2014, 11:14:51 PM »
Quote from: "Tengu"
If you ask me this mod should just be a client-sided script that allows you to personally use it if you like, and for those who like to feel as though they're more skilled they don't have to use it. Problem fixed.

Um.
Isn't that just saying "Oh there's a fix, I'll turn off the fix" thus negating the entire point of this mod and returning things back to what they once were?

January 13, 2014, 11:38:42 PM
Reply #39

Offline xColdxFusionx

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Re: srFIXty - Straferun fix mod
« Reply #39 on: January 13, 2014, 11:38:42 PM »
Basically the way I see this thread:
The people who use SR50 don't like it because it removes the edge they have because they learned how to exploit a bug
The people who don't use SR50 like it because it levels out the playing field by removing a bug that should never have existed in the first place

Personally, I side with the latter: Even if it does add depth to the game as you claim, it's depth that has no reason to exist. Why should you have an advantage just because you have an alias set up? Why can't you just play the game going the same speed as everyone else, like it was intended to be, and use your actual skill at aiming, leading shots, using the different weapons, etc. to set you apart?

But yeah, I support this mod with every fiber of my being. Just because you know how to exploit the controls doesn't mean you should have an advantage over everyone else.

However, the one thing that baffles me about this whole debate:
It's a mod. If you have an issue with this mod, just don't play in a server with it enabled.
Also, while I wouldn't mind if this was incorporated into the core, I don't think the amount of backlash it would cause would be worth it.

January 13, 2014, 11:50:03 PM
Reply #40

Offline Kapus

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Re: srFIXty - Straferun fix mod
« Reply #40 on: January 13, 2014, 11:50:03 PM »
Quote from: "xColdxFusionx"
However, the one thing that baffles me about this whole debate:
It's a mod. If you have an issue with this mod, just don't play in a server with it enabled.
Also, while I wouldn't mind if this was incorporated into the core, I don't think the amount of backlash it would cause would be worth it.
Nobody minded it as a mod. The debate was about adding it to the official core, which Smashbro mentioned.

January 14, 2014, 04:16:40 AM
Reply #41

Offline Mendez

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Y'all still suck, with or without sr50. Yeezus has spoken.
« Reply #41 on: January 14, 2014, 04:16:40 AM »
I've got a server up with Possession and Jax's mod up. I'm just gonna drop my two cents because I'm someone who loves running diagonally all day erry day in CTF matches.
If you removed SR50, I'd still kick your ass in just about any mode you can throw at me. This isn't just me petting my ego or me undermining the significance of SR50 in matches. It's both. It's nice to see there's an option to remove the ability to run a tiny bit faster diagonally. I feel that there should be an option to toggle SR50 on or off, so that if you like/hate it that much, you can change it. Personally, I'd prefer if it was kept on by default because I don't see how significantly it changes matches. I can still run diagonally and make quick turns. I can still aim accurately and charge my shots quickly. I'm still able to make most, if not all of the hard jumps I used to make before because I don't suck at timing my jumps. I'm tempted to call this a placebo mod, because the significance of this small change still hasn't dawned on me, and maybe it never will.

January 14, 2014, 06:26:06 AM
Reply #42

Offline ice

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Re: srFIXty - Straferun fix mod
« Reply #42 on: January 14, 2014, 06:26:06 AM »
*sigh* Smug comments like ^those^ are what makes me lose faith in this community =_=
.
But yeah, I really dont see too much of a difference gameplaywise other than running faster

September 21, 2017, 05:24:57 PM
Reply #43

Offline JaxOf7

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Re: srFIXty - Straferun fix mod
« Reply #43 on: September 21, 2017, 05:24:57 PM »
https://allfearthesentinel.net/zandronum/download.php?file=mm8bdm-srfixty-v5b.pk3

Updated for v5b.
I intend this for use in obstacle course / jump maze.
Will likely implement with general speed adjustments in jmod, so I don't really care what else uses this.

October 21, 2020, 10:18:08 AM
Reply #44

Offline JaxOf7

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Re: srFIXty - Straferun fix mod
« Reply #44 on: October 21, 2020, 10:18:08 AM »
https://allfearthesentinel.net/zandronum/download.php?file=mm8bdm-srfixty-v5d.pk3

updated, used vectorlength, learned about MODINPUT_FORWARDMOVE & MODINPUT_SIDEMOVE