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Destroyed after base capture


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CombineArms #1 Posted Jul 04 2011 - 15:21

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I have noticed that there is a small amount of time that actions can occur after the capture bar is at 100%- or is this due to lag. For instance today I capture the base. The capture bar was at 100%. An opposing tank rolls in and kills me after the capture bar was at 100%. The stats award me 61% base capture, the roster says I was destroyed and I get a repair bill.

My concern is whether the repair bill resulted from being destroyed which would be a game logic error. Anyone else notice this?

NavyCuda #2 Posted Jul 04 2011 - 15:29

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I don't think it's lag, I think it has more to do with the calculations the program does to figure out whether it will be a draw or not because to avoid a draw you need to be at about 20 cap points already when the enemy starts capping (ignoring resetting here).

So let's say you are the only one capping, the timer will go up to 100%, then another 20 points to (in theory) give the enemy timer a chance to achieve a draw (even if no one is capping on the other side). During that time it may be impossible to reset the timer but you can still get hurt or die.

I don't know if that makes sense.

Mowie #3 Posted Jul 04 2011 - 15:49

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From the wiki.

Quote

Capturing the Enemy Base

You team must maintain a full capture bar for 5 seconds before the other team gets to 100%. Each tank in the capture circle generates 1 capture point per second.


http://wiki.worldoft..._the_Enemy_Base

CombineArms #4 Posted Jul 04 2011 - 15:57

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I understand what you are saying and thanks for explanation. The cap bar is misleading and maybe its a display issue. But in my view computations should not have to go beyond 100%. All calculations should be complete on whether its a draw or win after every event (more players capping, or damage on a capper)until cap bar gets to 100%.

CombineArms #5 Posted Jul 04 2011 - 15:58

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View PostMowie, on Jul 04 2011 - 15:49, said:



Okay didnt know that thanks.




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