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@beppegoodoldrebel
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@beppegoodoldrebel beppegoodoldrebel commented Jul 13, 2025

  • Delay is now based on target position and pawn rotation.
  • Separated MP / SP delays ( higher in MP to accomodate ping , lower in SP for more challenging suspects )
  • Officers AI dont have delays so they are better responding to threats , resulting in less frustrating SP experience

Delay values might need some refining but they were ported from FR.
They are slight easy , might want to tune them lower by a 0.2 sec each.

- Delay is now based on target position and pawn rotation.
- Separated MP / SP delays ( higher in MP to accomodate ping , lower in SP for more challenging suspects )
- Officers AI dont have delays so they are better responding to threats , resulting in less frustrating SP experience
@eezstreet
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I added a 0.3f delay to Multiplayer just as a bandaid fix as that's a bit simpler.

I will look into this in the next patch.

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2 participants