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/vr/ - Retro Games


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2424503 No.2424503 [Reply] [Original]

Did you use the double tap to dash or the button press?

Outside of fighting games are double tap inputs just a bad idea?

>> No.2424508

>>2424503
both

and no

>> No.2424513

I didn't know you could double tap to dash. Also it's a terrible idea outside of fighting games.

>> No.2424516

I map it to the R button so I can dash jump more easily.

>> No.2424518

>>2424503

I always used the double dash.

>> No.2424524

>>2424513
Why is it a terrible idea? It's intuitive IMO

>> No.2424525

>>2424524
It's also a silly thing to debate as capcom gave you the option to do either.

Like I said, I use both. tap for ground dashing, and button for when I need to launch off of a wall.

>> No.2424625

>>2424516
This, always.

>> No.2424813
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2424813

I used the double tap right from the first time I got the dash, so much so I never realised it was mapped to a button. Then later I realised that it was impossible to use the double tap to wall jump further and it's only possible using the button press simultaneous with jump.

Needless to say I was pissed. Why make two ways of doing something and gimp one when they're supposed to be identical?

>> No.2424816

>>2424813
Rather, double tap is the shortcut, you're supposed to use the button normally

>> No.2424827

In attempting to make fine adjustments to my position I occasionally dash by mistake if a game has double tap to dash.

I prefer a button for that reason alone and would always ask for the option to disable double tap dash.

>> No.2424873

Double tap, except when the button was necessary. I didn't start button-dashing regularly until the MMZ series

>> No.2425839

>>2424813
I managed to wall jump further using just the d-pad

>> No.2425870

>>2424524
In the sense of double-tapping a direction as part of a game's movement mechanics, especially a platformer, it's clunky, slow, and less fun than a dedicated button. You are then limited to speeds at which you can tap a directional pad without fatiguing rather than timing dashes upon landing as early as possible. In X1-3, for example, you would not be able to reach the fluidity and speed you can if a dedicated button for dashing was not available

>> No.2425880

I always use the button and map it to "L" like in the Zero and ZX games. In fact, I'd prefer if you could disable the double-tap as it sometimes messes me up.

>> No.2425882

>>2425870
So why are you arguing? You have 2 options for dashing. This is a non-fucking issue you fucking retard.

>> No.2425895

>>2425882
I really doubt what I said constitutes as arguing, but hey, you're the guy who throws insults out like he just lost his high school girlfriend.

I only gave a answer to the question "Why is it a terrible idea? It's intuitive IMO". No reason to go crazy like a child. If you're going to spend all your time on a discussion board telling people not to discuss things, you're wasting everyone's time. Find a new hobby, please.

>> No.2425919

This is going to be a recurring thread, I just know it.

>> No.2425932

>>2424503
I can't remember if Unreal Tournament had dodging like this or if they added it in 2003/2004, but I always liked that mechanic.

>> No.2425968

>>2424516
>>2424625
What the ...?
NO! Just... NO!!!
How the heck do you scroll through your weapons?!? I just... I can't even see through my blinding rage!

>> No.2425971

>>2425968
Pause or use L and A. It's easier than you think.

>> No.2425981

How do the wall jumps even work with double tapping? Seems like a very awkward process.

>> No.2426021

>>2425968

Just map the weapon switching to X and A.

>> No.2426050

The button placement gave me blisters on my index finger from trying to charge, jump, and dash at the same time.

>> No.2426064

>>2424516

This, my control config is always:

Shoot - Y
Jump - B
Dash - R
Switch weapons - X and A

L can go fuck itself.

>> No.2426505

>>2425932

For a game like that, yes it works well, since you're not limited to the buttons on a controller. Plus, you don't dash off of walls like in the X games.

As for me, I just hit start and choose my weapon from there, freeing up the R button for dashing.

>> No.2426578

>>2424503
L button since Zero.

>> No.2426581

>>2424503
I'm used to adjusting my position by tapping the movement keys rapidly and I can't count the amount of times that got me killed in MMX. The double tap mechanic ruins the game and makes developing faster movement harder.

>> No.2426589
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2426589

>>2425932
The original UT1999 had a dash-like manouver called dodge by double-tapping, which could be used to move diagonally (called informally the "super-dodge"), and it was pretty much key to moving around on all maps efficiently.

Deck16][ was (very informally, very seldom) referred to as the "7 seconds to anywhere map" because you could super-dodge to any point of the map in 7 seconds from any given spawn point.

>> No.2427709

Dash button 95% of the time

>> No.2427710

>>2424813
I can't stop laughing at this shit.

>> No.2427714

>>2426589
God I love this game.

>> No.2427732


▲ ▲

>> No.2427794
File: 48 KB, 640x480, 1431650902605.jpg [View same] [iqdb] [saucenao] [google]
2427794

>>2425839
I've still not managed that.

>>2427710
Glad I could amuse Anon.

>> No.2427902
File: 41 KB, 625x472, even-now-there-is-hope-for-man.jpg [View same] [iqdb] [saucenao] [google]
2427902

>>2427794
Yeah /m/an.

>> No.2428119

>>2424516
THIS.