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Pulse Theory; More Information
Topic Started: Fri Oct 17, 2008 3:19 pm (1,106 Views)
TeaLaGe
Member Avatar
Level 50
Fuck, i brought a dead topic back to life. Dumbass solar baiting me
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TeaLaGe
Member Avatar
Level 50
Just 4 Laugh... Seriously..

[7:45:27 PM] <Oo.SOLAR.oO> hiya
[7:45:28 PM] <sD)TeaLaGe> ?
[7:45:34 PM] <Oo.SOLAR.oO> dude me n cribz won tourney
[7:45:36 PM] <Oo.SOLAR.oO> cuz of pulse
[7:45:36 PM] <Oo.SOLAR.oO> =D
[7:45:39 PM] <sD)TeaLaGe> ?
[7:45:48 PM] <sD)TeaLaGe> who was in finals
[7:45:57 PM] <Oo.SOLAR.oO> gangsta n es-vixen
[7:46:01 PM] <sD)TeaLaGe> .....seriously now...
[7:46:02 PM] <Oo.SOLAR.oO> gangsta aka xl[demon]
[7:46:08 PM] <Oo.SOLAR.oO> ez trny
[7:46:13 PM] <Oo.SOLAR.oO> brb fone
[7:46:14 PM] <sD)TeaLaGe> Are you fucking stupid?

For all those who dont get it..

Does solar suck that bad that he has to use this "pulse" even when he's partnered with cribz with over 90% of winning? against people that are above average?
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FalseLights
Member Avatar
Level 7
As I was typing paragraph after paragraph about your “pulse theory”, deciphering your words, jotting down the real mechanics, I was basically retyping everything you just said… Therefore I completely agree. :lol:

Quote:
 
“In the future, I expect a new technique, "double pulsing" to be used. Instead of stancing, which goes for the kill on the first pulse, snipers will be able to get used to the timing for the second pulse. If the enemy is 140 milliseconds away from your max range, then you lock, the sniper will check once at 70 ms, and the enemy won't be in range, and then the sniper will check again on the 140th millisecond, and if you timed it right, you will lock them at max range.”


I don’t think it’s a technique that will ever be used, not purposely anyways. Because at that range someone will always pull to angle and set up for a dlock.

A more personal note: The reason drift exists is because of pulse theory. The reason angling exists is because ur implementing drift. The reason dlock works like it does is because it implements a faster lock register vs. a normal lock.

Of course understanding the full mechanics of something won’t make you skillful, it will only make you knowledgeable. :)
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FaZ-
Level 39
FalseLights
Nov 3 2008, 03:31 AM
As I was typing paragraph after paragraph about your “pulse theory”, deciphering your words, jotting down the real mechanics, I was basically retyping everything you just said… Therefore I completely agree. :lol:

Quote:
 
“In the future, I expect a new technique, "double pulsing" to be used. Instead of stancing, which goes for the kill on the first pulse, snipers will be able to get used to the timing for the second pulse. If the enemy is 140 milliseconds away from your max range, then you lock, the sniper will check once at 70 ms, and the enemy won't be in range, and then the sniper will check again on the 140th millisecond, and if you timed it right, you will lock them at max range.”


I don’t think it’s a technique that will ever be used, not purposely anyways. Because at that range someone will always pull to angle and set up for a dlock.

A more personal note: The reason drift exists is because of pulse theory. The reason angling exists is because ur implementing drift. The reason dlock works like it does is because it implements a faster lock register vs. a normal lock.

Of course understanding the full mechanics of something won’t make you skillful, it will only make you knowledgeable. :)

Like I said... it's called a lure. It was around before people even knew about stancing or blind spots. I use it in my gameplay heavily, for me it's simply much easier to time and execute than a d-lock.
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Sifl
Level 18
FaZ-
Nov 3 2008, 10:52 PM
FalseLights
Nov 3 2008, 03:31 AM
As I was typing paragraph after paragraph about your “pulse theory”, deciphering your words, jotting down the real mechanics, I was basically retyping everything you just said… Therefore I completely agree. :lol:

Quote:
 
“In the future, I expect a new technique, "double pulsing" to be used. Instead of stancing, which goes for the kill on the first pulse, snipers will be able to get used to the timing for the second pulse. If the enemy is 140 milliseconds away from your max range, then you lock, the sniper will check once at 70 ms, and the enemy won't be in range, and then the sniper will check again on the 140th millisecond, and if you timed it right, you will lock them at max range.”


I don’t think it’s a technique that will ever be used, not purposely anyways. Because at that range someone will always pull to angle and set up for a dlock.

A more personal note: The reason drift exists is because of pulse theory. The reason angling exists is because ur implementing drift. The reason dlock works like it does is because it implements a faster lock register vs. a normal lock.

Of course understanding the full mechanics of something won’t make you skillful, it will only make you knowledgeable. :)

Like I said... it's called a lure. It was around before people even knew about stancing or blind spots. I use it in my gameplay heavily, for me it's simply much easier to time and execute than a d-lock.

Yes, we can agree what he's saying is basically a lure. One can lure without the knowledge of pulsing, but Solar is attempting to give the reasoning behind why it works.

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SaVoR
Level 23
I agree and disagree with this theory..

I know about the checks every so often when players lock units. The delay can cause things like "drifts" or lack of range. But I do also believe in angles.. I have had instances where I was pretty close to the unit, well within the normal range of the sniper.. but instead of firing, he kept moving closer.. thats a dead giveaway that 'angles' do exist, but they do not play a major role in the game.
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Sifl
Level 18
SaVoR
Nov 25 2008, 01:56 AM
I agree and disagree with this theory..

I know about the checks every so often when players lock units. The delay can cause things like "drifts" or lack of range. But I do also believe in angles.. I have had instances where I was pretty close to the unit, well within the normal range of the sniper.. but instead of firing, he kept moving closer.. thats a dead giveaway that 'angles' do exist, but they do not play a major role in the game.

Well, in my opinion, that's actually a dead giveaway that pulsing exists.

I could be wrong in my thinking, but in the instances where you were close to the opponent and came in range of firing, yet didn't fire, the pulse must have occurred when you were JUST outside of the max range of firing, allowing your sniper to move really close to the opponent, even though you had a lock.

Make sense, or no?
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SkiPz
Level 10
I don't believe drifts are around solely because of this pulse thing. It's the terrain tracking being screwed up, and I don't think this pulse thing causes drifts too much either because I have seen drifts with a lock or without where the unit just keeps on following the drift path well within the amount of time for this "check" to occur which should tell the unit to fix it's shit a couple times over.
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FaZ-
Level 39
Drifts are constant, pulses are effectively random unless we time them.

Drifts are not caused by fluctuations in range
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