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Scripts v.323, Camp wars
This member is currently online *Longo*
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*goat starer* said:
*Longo* said:
*The X Man* said:
*sam* said:
*The X Man* said:
Last item to clear up is when during the firing phase will your character be removed?

Say after the end of turn 30, you decide to remove a character. When turn 31 begins, will they be removed then? After the character completes a firing command? Or after the completion of all firing commands for turn 31?

This makes all the difference to insure a safe character removal from the event to a last second shot to a breach.

I will bring this up because I know others will. If psionics are allowed, they can be used anytime during the firing phase. Will selecting the immediate removal function cancel any last attempts to use psionics before the character is removed from the event?


They get removed in the normal way, so it's at the end of the next turn. Apart from any gameplay decisions, the sequence for these things is very important to avoid server crashes (null pointers and such).


So this sounds as it will be as it is currently. But for the point I am making above, this is how it happens. At the completion of a turn, you set the firing orders for the upcoming turn. At this point, you can exit a character from a vehicle, target and pyro a vehicle, then select escape. When the firing phase starts, that character vanishes from the play field first before any weapons start firing.

There are other players that feel making 3 separate firing order commands in just one actual turn is an issue. The other reason bringing this up is that new PVP players may not know this is how it works. That being said, I personally do not have an issue with this, but I do feel it is necessary that everyone is made aware of this going forward to avoid complaints.


To play devils advocate on this, the way this is set up also helps the pyro opponent. In COE, when firing goes live, the pyro player has to use his skill before everyone actually fires, and the results are seen instantly. This allows the opponent that was pyroed upon, to switch from the weapon he was going to fire, man his car fire extinguisher, and put the fire out the same turn that the pyro started the fire. Change this up, and the cars actually will get to burn a full turn and the tears will roll from the community that their save all fire extinguishers are now broken. 


the bug that allowed to to swap weapons after fire orders had been set and fire a different weapon has not worked for me for ages. So as far as I can see this is not possible. I always assumed Sam had fixed it.


It’s not a bug goat. You don’t have to target. Just fire the fire extinguisher. So what I said above is true. It’s just the mechanics.
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Posted May 13, 2020, 5:26 pm
*Bastille*
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so pyros can fire and escape in the same turn as they use their ability instantly and the effect takes turn instantly and can also still fire that turn iirc.

So I can drive my muscle car really fast into danger until right next to some dude, have ram on my car, use pyro at someone at point blank and escape, my car can then ram some dude? cool. B)
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Posted May 13, 2020, 8:09 pm
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*Longo* said:
*goat starer* said:
*Longo* said:
*The X Man* said:
*sam* said:
*The X Man* said:
Last item to clear up is when during the firing phase will your character be removed?

Say after the end of turn 30, you decide to remove a character. When turn 31 begins, will they be removed then? After the character completes a firing command? Or after the completion of all firing commands for turn 31?

This makes all the difference to insure a safe character removal from the event to a last second shot to a breach.

I will bring this up because I know others will. If psionics are allowed, they can be used anytime during the firing phase. Will selecting the immediate removal function cancel any last attempts to use psionics before the character is removed from the event?


They get removed in the normal way, so it's at the end of the next turn. Apart from any gameplay decisions, the sequence for these things is very important to avoid server crashes (null pointers and such).


So this sounds as it will be as it is currently. But for the point I am making above, this is how it happens. At the completion of a turn, you set the firing orders for the upcoming turn. At this point, you can exit a character from a vehicle, target and pyro a vehicle, then select escape. When the firing phase starts, that character vanishes from the play field first before any weapons start firing.

There are other players that feel making 3 separate firing order commands in just one actual turn is an issue. The other reason bringing this up is that new PVP players may not know this is how it works. That being said, I personally do not have an issue with this, but I do feel it is necessary that everyone is made aware of this going forward to avoid complaints.


To play devils advocate on this, the way this is set up also helps the pyro opponent. In COE, when firing goes live, the pyro player has to use his skill before everyone actually fires, and the results are seen instantly. This allows the opponent that was pyroed upon, to switch from the weapon he was going to fire, man his car fire extinguisher, and put the fire out the same turn that the pyro started the fire. Change this up, and the cars actually will get to burn a full turn and the tears will roll from the community that their save all fire extinguishers are now broken. 


the bug that allowed to to swap weapons after fire orders had been set and fire a different weapon has not worked for me for ages. So as far as I can see this is not possible. I always assumed Sam had fixed it.


It’s not a bug goat. You don’t have to target. Just fire the fire extinguisher. So what I said above is true. It’s just the mechanics.


i dont understand... i cant change fire orders during a turn. if you pyro i a have to wait till the end of the turn to reassign a gun and fire order.. so it makes no odds where in the turn sequence you deploy pyro. I cant see how i could make my fore extinguisher fire the same turn in response to a pyro at the beginning of it.. or am i being thick?

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Posted May 13, 2020, 8:14 pm
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because you see the effects of pyro immediately. You see the concussion hit and the subsequent fire start, during orders phase. Before firing phase. The target could then change their mind what they want to to, use their FX on that vehicle before firing phase even starts.

EDITED to make clearer.
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Posted May 13, 2020, 8:26 pm Last edited May 13, 2020, 8:28 pm by *Bastille*
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*Bastille* said:
because you see the effects of pyro immediately. You see the concussion hit and the subsequent fire start, during orders phase. Before firing phase. The target could then change their mind what they want to to, use their FX on that vehicle before firing phase even starts.

EDITED to make clearer.


no one with pyro doesnt know full well they need to be the last to tap in when they do this. They just want you to think you could do it.
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Posted May 13, 2020, 8:31 pm
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yes, could do and then it spirals into a time grief as you point out.

Could psi be held to firing phase? Including the concussion hit? Normally speed applies. Then if you fail and knock yourself out you lose control and suffer the consequences that turn.
I guess then its impossible to see in the text, what is going on. Especially in a bit fight. Make it light blue?

I'm sure there is something else I'm missing here
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Posted May 13, 2020, 8:58 pm
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*Bastille* said:
yes, could do and then it spirals into a time grief as you point out.

Could psi be held to firing phase? Including the concussion hit? Normally speed applies. Then if you fail and knock yourself out you lose control and suffer the consequences that turn.
I guess then its impossible to see in the text, what is going on. Especially in a bit fight. Make it light blue?

I'm sure there is something else I'm missing here


what you are missing is why it was so easy to nerf sniper... but apparently so hard to nerf pyro.
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Posted May 13, 2020, 9:19 pm
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