Lockdown Invincibility Frames Bug: Discussion

Or someone who is actually a programmer could come in and tell you that sucks.
That sucks.
But seriously game programming (and especially multiplayer) doesn't do things synchronously like that - because it is incredibly slow. We try to limit IF statements as much as possible because every check is costly and the code has to run these checks every frame - not just once at startup.
If I were to guess the guardian shield is currently a part of the regular shield class (talking about object oriented classes here) - OOO would have to separate the guardian shield completely out by either duplicating the class or subclassing the current shield. Then they would have to program the shield to not take ticks (possibly taking snippets from trojan shield mechanics if compatible) - this would then have to be tested thoroughly because it is a "major" mechanic change that could mess up the shield taking damage from legitimate sources. Then they would have to go through the LD code and make sure all references to the guardian shield points to the new class (class switching, player spawning, etc...)

I'm pretty sure all shield mods are related to the same class, either an Interface or a parent class. It'd be too messy to just put its behavior inside the main shield class ó_ò
You probably activate them with something like playerController.shield() and brings up the specific shield class's behavior/stats.
It'd be near impossible to expand features if they did things too sloppily/hardcoded lol. What takes time is the testing part. And you know what? They've had about a week of testing now ;)
-------
What's really funny about this sudden LD 'mess' is that so many of the players affected were probably not eligible for the test server, and the ones who did have access weren't really interested.
I heard from one of my friends that the test server was mostly empty, so they had to actually come on forums or go to trade/zone chat to organize groups to go lol. That's just hearsay though.
I bet they were planning to just revert it the day after, but then they went on forums and saw people talking about (some) of the "good" things that have come out of this ("this is interesting..."). So anyway, we're basically the big QA group, which is probably why they didn't revert the changes the next day like they usually do when patches break things :D

"If your knowledge of programming is self-admittedly non-existent, why are you making judgements on whether something is doable or not (from your previous posts)? You don't need to be in the programming sector to come up with a way to implement something so elementary."
At the very least, I acknowledged that I do not have the background to support my statements properly. And contrary to what you're thinking, no, that is not 'something so elementary'. My whole life has been spent studying health sciences, so I have not touched a single bit of IT at all. If it's elementary to you, then congratulations at giving an example of how it can be done, but don't assume it's elementary to everyone else as well.

Alchemer charges always did that, even with the invincibility frames. I like to call it the hypercrit. If you glitch a charge into a target, the rebounds are instantaneous and all hit before the invincibility frames kick in.
Also, contrary to popular opinion, I use a style that makes AA very much useful as a gunner. It's closer range so you can dodge quicker and land shots with better accuracy. It can be risky, so it takes some practise, but it can pay off. Also, if you're leading your shots, you usually end up firing at a larger angle than AA can pick up anyway. It's really only at a hinderance at mid range on a target that's circling you, but there's the AA toggle button for that.

@Feller that's not what we're arguing about here, and even if we did disable AA, that doesn't solve our problem...

Read the part where it says I'm not a programmer and that someone who is would obviously be able to come up with a more elegant solution. The point was to illustrate that it is conceptually nowhere near as "impossible" as someone had postulated. If someone who isn't a programmer and has only taken intro comp sci courses can produce a solution, then obviously a professional would be able to produce a much more optimized one. But good on you for not letting the point go by you.
Yes Griseolar it is elementary, since in the field, it is amongst the first things you learn as rudiments and anything I know about programming is elementary since I'm a noob at it. I didn't say it was general knowledge, I said it was elementary. If you want to debate semantics, there are better places to do that. I've already made my point that it does not require this bug to fix your little issue with how mist bombs interact with guardian shields.

Yeah sorry. I did get your point - but since you can't provide emotion on the internet my joking response clear didn't come across that way.
The rest of my post was to show that the real trouble isn't the coding its the testing and the possible dependencies. Most bugs come from making "simple" changes without fully testing or realizing what relied on the code being the original way. (hence last week's debacle)

Seriously, it shouldn't exist in the first place.
I understand why it does. It makes Lockdown more fair and that's understandable in most cases, but then again, it takes away realism. One thing I hate about invincibility frames is the fact that I'm unable to attack someone if someone else is using their Setenza/Argent Peacemaker, leaving me open for damage. Remove that, and there would be no problems. It would be more realistic as every hit you do, you know it will land damage.
It introduced a new line of gameplay, and made other weapons usable such as the Hammer, Autogun line and Cutter line.
I'm not going to go into much detail over this as other users has already done so, but what I am going to say is that I liked the bug. It was great, and made Lockdown more enjoyable for all.
I say, bring it back as a feature!

I've noticed a signifigant difference also. In T2 LD (which I play cuz I DONT own a skolver set for T3, dang toothpick spammers), the usefullness of cutter and autogun (weapons that pepper opponents) are no longer useless!
Power rating of cutter and autogun are no longer rated 'useless' by the Hungran LD foundation. It is deemed 'still pretty useless, although can do something'!
HORRAY FOR SPAMMERS, TOO BAD FOR EM I OWN A HAMMER
Cutter usefullness rating before patch 1/100
After patch 2/100
HORRAY
____FOR ALL player.LD Auto-Target======False - Disable
The End.