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originally posted in: Skimmer Dismount Feels AWFUL
Edited by One Shot Ted: 3/10/2024 6:30:39 PM
4
I agree that it feels horrible to be locked in after performing an action, but in case you weren't aware, let me explain the (most likely) reasoning behind it. When you dismount the Skimmer, you can immediately summon another one with a full boost/grind gauge. This means that you can jump or grind [i]indefinitely[/i] as long as you have time to dismount and summon a new Skimmer. This has obvious level breaking potential, so the dismount delay after jumping or ending a grind was likely added to make it harder to do these summon chain sequences. You need significantly more height to be able to pull it off, as you lose quite a bit of altitude between ending a grind and summoning a new skimmer. I feel like it would have been better to make the charge level persist after summoning a new skimmer (i.e. the gauge is as empty/full as your previous vehicle's gauge) instead of adding a long delay. However, since I am [i]not[/i] a programmer, I have no idea how feasible this would be to implement or how many existing pieces of code or engine limitations they would have to modify in order to make that work.
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  • Bind a key to both dodge and toggle crouch and it will let you immediately dismount every time after hitting it. Could also grind/dodge at the same time, but that timing is crazy hard above 60fps, and even still sometimes inconsistent at 30fps (like 85%ish).

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  • This seems to (sometimes) work when [i]starting[/i] a rail grind, but not for dismounting after [i]ending[/i] a rail grind. I can sometimes get it to work when ending a grind by rapidly starting a new grind and mashing the dismount button, but as you mentioned, it's somewhat inconsistent.

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  • Ooh, I'll have to give that a shot.

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  • It's not as though I haven't considered what your saying, but we have always been able to quickly dismount and re-summon our sparrows with full energy. Sparrow flying has always been a thing and is objectively more potent in terms of breaking the games boundaries. The Skimmer being more approachable for the general player base is not an adequate excuse for intentionally clunky design, if it is indeed intentional (in my opinion, hence the feedback).

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