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What is the closest rocket you can dodge?
1
#1
0 Frags +

I did some quick maffs assuming reaction time including determining rocket direction is 0.6s and when the dodging class is scout and i got 1062 hmu but i have no idea how far that is in game. can someone check

I did some quick maffs assuming reaction time including determining rocket direction is 0.6s and when the dodging class is scout and i got 1062 hmu but i have no idea how far that is in game. can someone check
2
#2
7 Frags +

(1100 u/s) × (roundtrip ping + reaction time + time needed to physically dodge)

for a scout on the ground, model being 32u wide, moving at 400u/s, this would end up being something like
(1100 u/s) × (100 ms + 600 ms + 80 ms)
= 858 u

^ this is flawed because movement speed isn't instantaneous, but for the sake of not pulling out calculus which i never learned at school, it's easier

if you want to know what source units look like: https://developer.valvesoftware.com/wiki/Dimensions

(1100 u/s) × (roundtrip ping + reaction time + time needed to physically dodge)

for a scout on the ground, model being 32u wide, moving at 400u/s, this would end up being something like
(1100 u/s) × (100 ms + 600 ms + 80 ms)
= 858 u


^ this is flawed because movement speed isn't instantaneous, but for the sake of not pulling out calculus which i never learned at school, it's easier

if you want to know what source units look like: https://developer.valvesoftware.com/wiki/Dimensions
3
#3
0 Frags +
twiikuu(1100 u/s) × (roundtrip ping + reaction time + time needed to physically dodge)

for a scout on the ground, model being 32u wide, moving at 400u/s, this would end up being something like
(1100 u/s) × (100 ms + 600 ms + 80 ms)
= 858 u

^ this is flawed because movement speed isn't instantaneous, but for the sake of not pulling out calculus which i never learned at school, it's easier

if you want to know what source units look like: https://developer.valvesoftware.com/wiki/Dimensions

i looked at that page but i was looking for references that i'd be familiar with, like the length of badlands greybridge or the length of process shutter

[quote=twiikuu](1100 u/s) × (roundtrip ping + reaction time + time needed to physically dodge)

for a scout on the ground, model being 32u wide, moving at 400u/s, this would end up being something like
(1100 u/s) × (100 ms + 600 ms + 80 ms)
= 858 u


^ this is flawed because movement speed isn't instantaneous, but for the sake of not pulling out calculus which i never learned at school, it's easier

if you want to know what source units look like: https://developer.valvesoftware.com/wiki/Dimensions[/quote]
i looked at that page but i was looking for references that i'd be familiar with, like the length of badlands greybridge or the length of process shutter
4
#4
14 Frags +

https://www.youtube.com/watch?v=fDRc7ARm0jM

https://www.youtube.com/watch?v=fDRc7ARm0jM
5
#5
4 Frags +

my brain slow, if its gonna hit me well shit i guess its gonna hit me

my brain slow, if its gonna hit me well shit i guess its gonna hit me
6
#6
10 Frags +

https://www.twitch.tv/warhuryeah/clip/AdorableInventiveLegDogFace?filter=clips&range=all&sort=time

https://www.twitch.tv/warhuryeah/clip/AdorableInventiveLegDogFace?filter=clips&range=all&sort=time
7
#7
4 Frags +

Depends on which direction you're facing. My understanding is that the player hitbox is always aligned to the map, so the hitbox presents a wider target when shooting at an angle other than normal to a face of the box.

https://youtu.be/1wGcNzFd3as

Depends on which direction you're facing. My understanding is that the player hitbox is always aligned to the map, so the hitbox presents a wider target when shooting at an angle other than normal to a face of the box.
[youtube]https://youtu.be/1wGcNzFd3as[/youtube]
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