Keache
Legacy Supporter 7
- Joined
- Feb 20, 2012
- Location
- New Hampshire
I've been testing this out with about 150 players on the server at around 1 am, so I'm not sure if lag has a bearing on this or not. Regardless:
Forcepush and forcepull do absolutely jack shit to a target enemy player that is not run-jumping. It only works when they are in the air, or are otherwise run jumping as I just said. I've used forcepull and push on stationary targets, targets running towards me (without jumping), targets walking towards me, and targets walking away from me. They either nudge you slight forward/backward or do nothing other than set off fireworks.
I'm not sure as to whether or not this is due to lag or due to nocheat, but I'd appreciate it if it could be looked into.
EDIT: I'm lead to believe it's a combination of both, since in the case of ironfist and flying kick the liftoff is reduced greatly, but at least they still work. Like I said, it's really prevalent in forcepush and pull. Another common theme here is that these abilities work as intended when the target is already airborne...
ANOTHER EDIT: Yes, it's ALMOST entirely lag base. While using it during 20/20 tps, it works most of the time. The only issue arises when nocheat decides to be a dick. The player gets pushed back but gets immediately pulled back due to nocheat. Maybe by putting a temporary speed buff on people affected by forcepush/pull that would be a way to negate this problem?
Forcepush and forcepull do absolutely jack shit to a target enemy player that is not run-jumping. It only works when they are in the air, or are otherwise run jumping as I just said. I've used forcepull and push on stationary targets, targets running towards me (without jumping), targets walking towards me, and targets walking away from me. They either nudge you slight forward/backward or do nothing other than set off fireworks.
I'm not sure as to whether or not this is due to lag or due to nocheat, but I'd appreciate it if it could be looked into.
EDIT: I'm lead to believe it's a combination of both, since in the case of ironfist and flying kick the liftoff is reduced greatly, but at least they still work. Like I said, it's really prevalent in forcepush and pull. Another common theme here is that these abilities work as intended when the target is already airborne...
ANOTHER EDIT: Yes, it's ALMOST entirely lag base. While using it during 20/20 tps, it works most of the time. The only issue arises when nocheat decides to be a dick. The player gets pushed back but gets immediately pulled back due to nocheat. Maybe by putting a temporary speed buff on people affected by forcepush/pull that would be a way to negate this problem?