The original swing timer advanced no matter if your opponenet was next to you or not in the demo.Faust wrote:If you think that it's possible to mimic or implement the code for insta hit with a reasonable consideration of the changes that followed suit than by all means go for it.
This did not change until the same day UOR hit here with this exact phrase...
This patch clearly states that swings now hold until the target is in range where as it did not previously just what exists inside the demo code. The patch also includes that little phrase where swings now advance upon player movement unlike it previously did before this patch. That is clearly speaking of the way that swing state advances during the combat timer. If the states did not change during movement than you get the present effect where the states cannot change until you are not moving. The combat timer ticks every quarter of a second and in order for your state to advance to the next phase you would have to be standing still. Again, if you think you can come up with something better than Batlin, Derrick, Kaivan, and me that is more logical based on the future changes go at it son... The present system was mainly Derrick's creation after the other three of us pain stakingly deciphered the original swing timer code.Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging.
The code is there just like previously stated so if you think you can come up with something better using a logical approach from beginning to end go at it.