• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

TABS speed scaling downgrade thread

Just a reminder for everyone here, we currently accept the averge TABS unity to be 1,75 meters based on Davince height


this is important to emphazise that the AVERGE sinse Wobbler vary a lot in size, not only from troop to troop but also them selfs have diferent heights depending on random mutation, that's why the calc try to find the staff and sandbox map tiles size sinse they are standardized
Are Da Vinci and the painter the same height? It looks that way on the wiki
 
Also, with some clear shots it shouldn't be that hard.

We're dealing with presumably average height humans here, so some simple pixel scaling should make it easy to measure distance and speed.

If a while passes and you don't want to/can't do it, I can certainly try my hand at it.
I’ve done it. Should I post the blog here straight away, or should I get it reviewed first on the fandom by a CGM?
 
Interesting that they actually failed to dodge the musket here. Does that happen consistently?

Regardless, @Mr. Bambu can check the math now.
I noticed that sometimes they get hit at point-blank range. The musket must have hit something like the painter’s board, at least that’s what I thought, since otherwise he should have "died".
 
I noticed that sometimes they get hit at point-blank range. The musket must have hit something like the painter’s board, at least that’s what I thought, since otherwise he should have "died".
Slowing it down, it does look like he actually barely dodged it and the particle effect was hitting the board, yes.
 
Slowing it down, it does look like he actually barely dodged it and the particle effect was hitting the board, yes.
after making a LOT of attempts, I’d recommend not scaling them to be equal to or above bullets if the ability works the same for everyone, because this is the norm
 
after making a LOT of attempts, I’d recommend not scaling them to be equal to or above bullets if the ability works the same for everyone, because this is the norm
In the editor their dodges are listed as different abilities, so the others may be more consistent.

Try the Gunslinger and Super Peasant as well.
 
I calculated the first weapons that showed up to me; honestly, I didn’t see them. I’m not sure if it’s an unlockable item or just something I missed
It's under legacy, and it's an unlock, yes.

You need to find the tank on the legacy map and stare at it until it explodes.

Same for the Super Peasant.
 
I noticed that the painter, quick draw, super boxer, etc always dodge only after the tank shoots so no aim dodging but when the distance is to close they are hitted, seens like their reaction speed is lower then their movement speed as you can see in the video above
 
I noticed that the painter, quick draw, super boxer, etc always dodge only after the tank shoots so no aim dodging but when the distance is to close they are hitted, seens like their reaction speed is lower then their movement speed as you can see in the video above
I was fine with Fine's suggestion of defining it as Instinctive Reaction. It seems to fit the bill. Reaction speed isn't relevant.

I dunno when I'll get to the calc. It is one of a few things people want me to look over and I'm working the next couple days. I'll try to get to it.
 
I was fine with Fine's suggestion of defining it as Instinctive Reaction
It's not insitinctive reaction trough, when possesing them you need to activate the ability of dodging manually

Something that don't repens with things like the Dark Peasant hand blocks that are automatic
 
It's not insitinctive reaction trough, when possesing them you need to activate the ability of dodging manually
In that case, I think it would still be possible to add a separate key with that speed. Dodging a projectile when you’re slower is a matter of timing; that’s why it’s reasonable not to always dodge projectiles at certain speeds. If you wait too long, the projectile will graze you or hit you, and that’s actually what happens in TABS. It seems reasonable to me within certain limits.


In the meantime, I tested the Quickdraw with the Tank. I didn’t do the exact calculation, but based on a proportion using pixels, it should be about three times slower. I’ll try again with the Painter, but from what I’ve seen, it covers a very small distance against the Tank
 
Last edited:
It's not insitinctive reaction trough, when possesing them you need to activate the ability of dodging manually

Something that don't repens with things like the Dark Peasant hand blocks that are automatic
That doesn't prove anything.

You're possessing them, which means they're no longer acting as the character, and any failings are on the player then.

That's like saying Mario can't beat a goomba because as the player you can control him and make him walk into it.
 
Last edited:
That doesn't prove anything.

You're possessing them, which means they're no longer acting as the character, and any failings are on the player then.

That's like saying Mario can't beat a goomba because as the player you can control him and make him walk into it.
This makes no sense at all; he presented two examples to demonstrate that what they do isn't passive. When controlled by a player, their dodge is active, unlike the Dark Peasant, which remains passive even when possessed. Another point to support this is that their dodge can fail even when controlled by an NPC, unlike the Dark Peasant.
 
This makes no sense at all; he presented two examples to demonstrate that what they do isn't passive. When controlled by a player, their dodge is active, unlike the Dark Peasant, which remains passive even when possessed. Another point to support this is that their dodge can fail even when controlled by an NPC, unlike the Dark Peasant.
What the example is trying to say is that the character already has the ability to succeed. However, the outcome doesn’t depend only on their abilities, but also on the skill of whoever is controlling them. Like in a single-player game, the character has all the traits needed to win a fight, but can still lose even if, in practice or in the lore, that wouldn’t happen because at that moment the character is in your hands.

As I said before, I don’t know if it’s exclusive to the campaign or something else, but in the sandbox of the game I’ve never had to press anything to make the characters dodge.
 
I was mixing things up, painter, quickdraw and super boxer dodge are automatic even when possed

I was getting It mixed with the dodge of unities that have meele attacks dodge like the jester

Instinctive reaction should work
 
Back
Top