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  1. #21
    Originally Posted by Charmzzz Go to original post
    12 frames @30 fps = 0.4s
    9 frames @30 fps = 0.3s

    12 frames @60 fps = 0.2s
    9 frames @60 fps = 0.15s

    But that is not relevant. When the indicator shows + input lag + Monitor refresh rate + FPS, that combined is relevant. Have no data for that.
    ...I know? You're just doing simple math. I don't know what you're actually trying to claim but its not something I'm even arguing against. What are you even saying is 9 frames?
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  2. #22
    You're looking at around a 100 millisecond input delay before we even get into the subject of whether or not a visible frame is missing at the start of an animation, how much a lower frame rate effects the brain or whether most people are using TV's with additional input delay to compound that problem.

    Really, the console hardware input delay is the big issue and people need to educate themselves about how god awful it is for fighting games. It's the primary reason that the console versions should be balanced differently than the PC versions. They are completely different games because of it.


    You can forcibly cap the PC version at 30 fps and its still going to be way more responsive.
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  3. #23
    Charmzzz's Avatar Senior Member
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    Originally Posted by ScottJund Go to original post
    ...I know? You're just doing simple math. I don't know what you're actually trying to claim but its not something I'm even arguing against. What are you even saying is 9 frames?
    9 Frames is the Framecount of PK ZA Attack Animation. But what Rikuto-san says...
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  4. #24
    Originally Posted by Charmzzz Go to original post
    9 Frames is the Framecount of PK ZA Attack Animation. But what Rikuto-san says...
    But that's wrong... its 400ms which is 12f @30fps.
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  5. #25
    Charmzzz's Avatar Senior Member
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    Originally Posted by ScottJund Go to original post
    But that's wrong... its 400ms which is 12f @30fps.
    https://www.youtube.com/watch?v=Gm5L19vZiEg

    Not correct info? Do you have a table for all Animations? Would like to see it.
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  6. #26
    I suppose I would just confuse the issue by mentioning the netcode also speeds up other players attack animations to compensate for connection quality in certain instances...

    Yea, we should probably sidestep that....


    Though in all likelihood that is most likely exactly why different people doing tests got different results.
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  7. #27
    UbiNoty's Avatar Community Manager
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    We definitely have plans to address the flicker issue in a future update. Hopefully soon!
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  8. #28
    i disagree.

    he could certainly use another offensive tool, but remeber he is labeled as counter attacker, and when used like that riptide, stormrush and the rest of his moves suddenly work, really well




    EDIT: this answer isnt supposed to be here, ignore it XD
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  9. #29
    Originally Posted by Rikuto-san Go to original post
    And that exact reason is why it currently cannot go.

    If they are only capable of landing one of two attacks, what happens when you remove the viability of one of them? There is no longer a guess, and nothing lands.
    BULL. Warden most certainly doesnt need the fliucker and will be beyond broken without it anyway. Orochi is actually pretty good imo, but he should be used a counter attacker ( you know, what he is labaled as?). if you play like that his kit is actually quite strong, but has a high skill ceiling ( which is great, but that is currently beeing overshadowed by the flicker, another reaosn it needs to go)
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  10. #30
    Originally Posted by UbiNoty Go to original post
    We definitely have plans to address the flicker issue in a future update. Hopefully soon!
    Nice, so maybe you'll finally understand that Orochi with only one atk will be the worst char of the game with Kensei.
    Can't wait for that and see his win ratio decreases so fast
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