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  #61  
07-28-2014, 03:02 AM
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I actually liked that Abe rolling was slower then running. It actually makes sense.

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  #62  
07-28-2014, 03:47 AM
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I beat the game with 296 saved on hard. Overall it was a great experiece. Meatsaws where hard, but the tappable mines were infuriating.. I blew up so many times even though the last frame of the mine's animation was green before exploding. I probably hit quickload 15-20 times per mine... they were much easier in the original, you just had to get the timing right. Now it's right timing + 10% chance of succeeding.
Yeah, the mines are weird to put it lightly. It seems that the moment Abe touches the mine is the moment that is registered, not the moment you press the button. And because there is a delay between you pressing the button and Abe reaching out and pressing it (which takes like 1,5 second) you always miss when you hit on green. Instead you have to time it accurately and press on red so that Abe touches green. Really weird. Also not sure how that got through quality testing if what I described is in fact the case.
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  #63  
07-28-2014, 03:52 AM
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Yeah, the mines are weird to put it lightly. It seems that the moment Abe touches the mine is the moment that is registered, not the moment you press the button. And because there is a delay between you pressing the button and Abe reaching out and pressing it (which takes like 1,5 second) you always miss when you hit on green. Instead you have to time it accurately and press on red so that Abe touches green. Really weird. Also not sure how that got through quality testing if what I described is in fact the case.
I'm pretty sure you're right. Even though I press the button when it's green, it seems to delay and kill me. It's like I said before, I just click a little bit too sooner than I normally would in AO and I get it bang on.
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  #64  
07-28-2014, 03:57 AM
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I'm pretty sure you're right. Even though I press the button when it's green, it seems to delay and kill me. It's like I said before, I just click a little bit too sooner than I normally would in AO and I get it bang on.
Yeah that's what I did after my first try and didn't have any problems after that. I'd just listen to the beeps and press the button so that Abe would press the mine at the same time as the beep. It also helped that every single mine had the same pattern so I didn't have to wait to figure it out.
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  #65  
07-28-2014, 04:01 AM
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Yeah, the mines are weird to put it lightly. It seems that the moment Abe touches the mine is the moment that is registered, not the moment you press the button. And because there is a delay between you pressing the button and Abe reaching out and pressing it (which takes like 1,5 second) you always miss when you hit on green. Instead you have to time it accurately and press on red so that Abe touches green. Really weird. Also not sure how that got through quality testing if what I described is in fact the case.
Yes, by design, just like it is in Abe's Oddysee, Abe has to actually touch the bomb at the right time.
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  #66  
07-28-2014, 04:07 AM
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Yes, by design, just like it is in Abe's Oddysee, Abe has to actually touch the bomb at the right time.
Silly game design is silly.
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  #67  
07-28-2014, 04:08 AM
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You should go by sound anyway.
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  #68  
07-28-2014, 04:13 AM
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You should go by sound anyway.
Because why would anyone use a visual indication to determine their action?
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  #69  
07-28-2014, 04:21 AM
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Why would anyone use the visual indication if it's not working every time and there's a more accurate and distinct sound pattern?

If you're using a sound pattern it's much easier to anticipate the green light than going by a visual pattern. It was the same in the originals although apparently not as noticeable as you guys have said.

There's going to be a delay between your brain processing the information of the green light popping up, you pressing the input into the controller, and Abe completing the action in time.

Even if the visual delay is greater in NnT I don't see why the members of OWF, of all people, aren't using the far more effective sound pattern to complete UXBs. You guys are supposed to be the most knowledgeable fans!

Sure, I say tweak it if it's proving too difficult for most players. But the sound pattern is still the best way to tackle UXBs.
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  #70  
07-28-2014, 05:12 AM
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Of course I'm going by sound patern, but the delay between actions is much more noticable in NnT than it was in AO or AE. Maybe the animation is longer/slower or the mine is green much shorter. Either way, it feels off.
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  #71  
07-28-2014, 05:40 AM
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Of course I'm going by sound patern, but the delay between actions is much more noticable in NnT than it was in AO or AE. Maybe the animation is longer/slower or the mine is green much shorter. Either way, it feels off.
There's a deliberate delay - although it's not really a delay, it's the animation playing out - but it's consistent and pretty easy to allow for, IMO.

I'd also be cheeky and ask you to make sure you're on Game Mode on your TV, otherwise you're getting half a second lag in there too.
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  #72  
07-28-2014, 05:57 AM
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Of course I'm going by sound patern, but the delay between actions is much more noticable in NnT than it was in AO or AE. Maybe the animation is longer/slower or the mine is green much shorter. Either way, it feels off.
Well in NnT the UXBs flash green both very quickly and at the same speed as in AO. Which seems to depend on the difficulty. Maybe that's it? Or it could be that you should be pressing the button just before the sound pattern comes around again. Otherwise you have the same problem as when you see the green light.
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