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Kick Limiter

PostPosted: December 17th, 2019, 5:50 pm
by Hannes
After playing a full season with the kick limiter in league matches some questions have to be asked.
Did the game feel different for you?
Is this a useful tool and should be kept?
If yes should the current settings (/kick_ratelimit 6 0 0) be changed?

Re: Kick Limiter

PostPosted: December 17th, 2019, 5:55 pm
by Gimenez20
Did the game feel different for you?
With 6 0 0 no, with 10 0 0 is more harder to play with spam and is better to play with teamwork
Is this a useful tool and should be kept?
Yes
If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
Yes, I would put it or 10 0 0 or 9 0 0, which is a fluid set of passes and not so much spam in the corners

Re: Kick Limiter

PostPosted: December 17th, 2019, 6:48 pm
by apex1
Did the game feel different for you?
No
Is this a useful tool and should be kept?
Yes
If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
No

Re: Kick Limiter

PostPosted: December 17th, 2019, 7:19 pm
by tSharky
Did the game feel different for you?
No

Is this a useful tool and should be kept?
Yes

If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
Kick Rate Limit set to (min: 4, rate: 15, burst: 5)

Re: Kick Limiter

PostPosted: December 17th, 2019, 9:31 pm
by wroz
Did the game feel different for you?
yes, i'm somehow better at spam battles on the wall :o

Is this a useful tool and should be kept?
hell yeah

If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
nah, imo it's fine now. if yes, then maybe to 7 0 0

Re: Kick Limiter

PostPosted: December 17th, 2019, 10:45 pm
by Nocke
Did the game feel different for you?
Yes

Is this a useful tool and should be kept?
Yes

If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
Maybe. It is humanly possible to spam faster than 6 times a second. The average clicks per second are 8 to 10 (quick google). Having it at 6 worsens our ability to spam faster in the game, but it forces us to think about other factors that come into spam battles, such as positioning, instead of just going in, full of confidence, knowing that your spam is faster than your opponent's. I do think it ought to be both ways - 1) to have a certain kick limit, however one that does not limit our ability to still 2) be able to win a spam also by spamming faster, makes sense, right? There are players, including me, that in the game spam faster than the game allows, which is quite infuriating at times for me as I feel like the game doesn't reward your efforts in that sense anymore as much. But yeah, the kick limiter is good.

Re: Kick Limiter

PostPosted: December 17th, 2019, 10:54 pm
by jasko
Nocke wrote:It is humanly possible to spam faster than 6 times a second. The average clicks per second are 8 to 10 (quick google). Having it at 6 worsens our ability to spam faster in the game, but it forces us to think about other factors that come into spam battles, such as positioning, instead of just going in, full of confidence, knowing that your spam is faster than your opponent's.


6 0 0 actually limits you to 10 presses per second.



Did the game feel different for you?
Yes, definitely much more equal spam battles now, positioning became more important compared to before versus certain players.

Is this a useful tool and should be kept?
Yes.

If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
6 0 0 is totally fine.

Re: Kick Limiter

PostPosted: December 17th, 2019, 11:48 pm
by Nocke
jasko wrote:6 0 0 actually limits you to 10 presses per second.

really? I just assumed the 6 was for 6 kicks every second, how does the min value actually work then?

Re: Kick Limiter

PostPosted: December 18th, 2019, 2:40 am
by grünersamt
Did the game feel different for you?
Yes, it felt like the advantage of macros wasn't given (that intensely).
Is this a useful tool and should be kept?
Double yes.
If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
I have no clue about the optimal settings but like the idea of limiting the kicks even harder than a human being is able to kick it manually since we are here to keep balls flyin', not plugging potatoes around. Maybe we could test this kind of a modification in a cup tournament?

Re: Kick Limiter

PostPosted: December 18th, 2019, 7:01 am
by saviola
Nocke wrote:
jasko wrote:6 0 0 actually limits you to 10 presses per second.

really? I just assumed the 6 was for 6 kicks every second, how does the min value actually work then?


"min is the minimum number of logic-frames between two kicks." At 60 ticks per second, this means 10 kicks per second.

Re: Kick Limiter

PostPosted: December 18th, 2019, 7:38 am
by Arango
Did the game feel different for you?
No
Is this a useful tool and should be kept?
Yes
If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
No
0

Re: Kick Limiter

PostPosted: December 18th, 2019, 3:02 pm
by Misaj
Did the game feel different for you?
Yes, before the code spamming was faster. Now it takes too much time than before and positioning is more important now but it's blocking the macro players so it's worth.

Is this a useful tool and should be kept?
Yes, it's definitely blocking the macro players.

If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
6 0 0 is the best settings for sure.

Re: Kick Limiter

PostPosted: December 18th, 2019, 6:02 pm
by supermazhine
Did the game feel different for you?
im feeling anything and sometimes its feel strange

Is this a useful tool and should be kept?
its dont block macro players


If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
yes its should be like before 0 0 0

Re: Kick Limiter

PostPosted: December 18th, 2019, 6:38 pm
by Mod
Necro1 wrote:Did the game feel different for you?
im feeling anything and sometimes its feel strange

Is this a useful tool and should be kept?
its dont block macro players


If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
yes its should be like before 0 0 0


rip english

Re: Kick Limiter

PostPosted: December 18th, 2019, 8:22 pm
by AMG
Just make a league for spammers

Re: Kick Limiter

PostPosted: December 18th, 2019, 10:15 pm
by STriker
Necro1 wrote: If yes should the current settings (/kick_ratelimit 6 0 0) be changed?
yes its should be like before 0 0 0


Shocking

Re: Kick Limiter

PostPosted: December 20th, 2019, 8:55 am
by Whiplash
I haven't been playing actively last couple of months, but there is one thing for sure,

keep the damned limit. I've seen so many mad dogs becoming a puppy, even though it is still possible to use a little bit amount of macro.

#MakePositioningGreatAgain
#BringHighIQHaxballBack

and basro, fix the freaking 'pixel fake', the game is broken.

Re: Kick Limiter

PostPosted: December 23rd, 2019, 1:48 pm
by EdinsonCavani
why are you still creating topics in english when the 80% of feedme community is from turkey :santa:

Oh, for the topic answer
1) 6 0 0 makes the game different from what it has been for years and
2) it favors macro users because only with perfect timed flashes (not natural btw) you can be effective, so if the task of this "update" was killing macros, it just failed
3) maybe better asking it to tryharders

Re: Kick Limiter

PostPosted: December 23rd, 2019, 4:00 pm
by B4D4SS
Look the reason positioning used to matter more wasn't anything to do with macro, it was to do with the old Flash movement being heavier. The heavier movement meant you couldn't change your mind at the last moments after you saw you got yourself out of position. There were consequences if you failed and a low margin for error, if you got yourself out of position you lost the dual regardless if you have macro or not.

Analyse these spams, they have a consistent pattern that smarter players read and can use to their advantage. Its because you cant change direction in the last moments moving like a bee, like you can in HTML and recover from your fail, the movement is too heavy in Flash to let you off the hook. Therefore Hulk gets rewarded for outplaying Juan Mata, instead of Juan Mata being able to change his direction in time so he doesn't get ghost kicked like he can in HTML, which would make this spam 50/50 even though Hulk earned a stronger starting position.

Image


Image

On this last one I know Anddy and donatee are past the point of being able to change direction, because of the heavy movement. They either both commit to the spam in the positions they're already in, or if one of them changes direction they will lose the spam (so neither will back off).

Using this knowledge and making this read in a split second (Haxball IQ matters in Flash), I know 100% that the spam will go to the inside of me if I keep moving back, meaning I can safely pre shoot, knowing theres no chance the ball will get kicked back to my own goal and give Gamer a free goal.

In HTML I wouldn't risk this, because donatee and Anddy could change their direction way too late for me to be able to make a 100% read, and it will be up to chance where the ball goes, and if I give an assist to Gamer or help team win possession.


Moments like this have little to do with macro, and they are the reason Haxball feels like its more random and dumbed down these days.

Re: Kick Limiter

PostPosted: December 23rd, 2019, 5:40 pm
by Anddy
Fake we didn't try to use a fakeshot, 18/20 for the try