BACKPEDAL
+ GUN TRIP.
Two combat fixes, both decided in the Q&A, both shown here as live scenes with the game’s stickman, real gun parts, the real night arenas and the CALM CORE controls under real thumbs. Pick how each one should work; nothing is built until you do.
THE BACKPEDALMove one way, aim the other: you should walk back and shoot. Today a tap, a resting thumb or a shot just after letting go can turn you round and fire the way you walk.
THE BUG, TODAY vs THE FIX
The same thumbs on both phones: the left thumb pushes the stick left (backing off), the right thumb drags FIRE right at FAYIZ and shoots, lifts, then taps FIRE twice. Today the moment your thumb is off the aim, facing follows the move stick: FARIS turns round and the taps fire left, away from the foe. The fix (your picks below, live) keeps the aim and walks back at the backpedal speed.
TODAY: TURNS ROUND, SHOOTS AWAY
Backs off at full speed with running legs, then a centre tap fires the way he walks. 1 of 3 shots hits.
THE FIX: KEEPS THE AIM, WALKS BACK
Keeps facing FAYIZ, backpedals at 70% with the backpedal legs, every tap goes where he aimed. 3 of 3.
Fighter.cs:948-1002, GunFair.cs:184-197 and TwinStick.cs do today; if your screenshot shows something else, send it and we’ll redo this section around it.WHY IT HAPPENS: FOUR WAYS
With no aim input, facing follows the move stick (Fighter.cs:989) and the gun lies dead level that way, keeping your last tilt mirrored (GunFair.cs:184-197). The fire stick’s note “hold still = fire at the nearest foe” (TwinStick.cs:133) stopped being true for guns in R90: players get no lock-on. So these four all shoot the wrong way, live, today:
A CENTRE TAP
A tap in the middle of FIRE is not an aimed tap, so it fires along your facing, which is the way you walk.
TwinStick.cs OnUp: tap at the centre → Strike(dir, directional: false)A THUMB HELD STILL
Rest your thumb on FIRE without dragging: after 0.2 s it starts firing, with no aim, so along your walk.
AimStick Mode.Hold → StartFire, no hasAimA SHOT AFTER LETTING GO
Lift your aiming thumb and the aim holds for only 0.15 s; then you turn to your walk and the next tap goes that way.
Tune.AimHoldTime = 0.15 s, then facing = move (Fighter.cs:989)A QUICK STICK FLIP
Walking left and flicking FIRE right: the drag passes the fire ring at once, but the arm turns at 40 rad/s, so the first shot flies diagonally up.
fire ring 25% of the radius; arm turn 40 rad/s (Fighter.cs:993)THE FIX RULE: WHEN DO YOU KEEP THE AIM?
Three different rules, all with the 70% backpedal. Pick a test and all three play it in lockstep with the same thumbs. The chips under each phone are its result on every test (tap one to play it).
DECIDEDkeep facing the aim, backpedal at ~70% speed, shoot where you aimAAIM MEMORY
While your thumb is on FIRE, and for 1 s after it lifts, you keep facing and shooting your last aim. Walking only turns you after that. A gold ring round FIRE shows the memory draining.
BTAP ASSIST
Facing follows your walk as today, but any shot with no aim (a tap or a resting thumb) goes along your last aim if it’s under 2 s old, else at the nearest foe within 6 m. You turn to shoot, then turn back.
CGUN LOCK
With a gun in hand you always face your last aim, so walking away is always a 70% backpedal. To turn and run, push the stick to the rim for 0.35 s: SPRINT.
| RULE | TAP AFTER LETTING GO | NEVER AIMED | TURN AND RUN | HOLD STILL |
|---|
THE BACKPEDAL LEGS
Today there is no backpedal: the running legs just cycle backwards at full speed (FighterPose.cs:730-748), so FARIS slides back like a moonwalk. Three real backpedals, each walking at the speed you pick, never skating: every footprint stays where it landed. The faint white ghost is today, at 100%.
today 3.6 m/s
AHEEL-TOE BACKSTEP
Upright and careful: each foot reaches back and lands toe first, the body rolls over it, the gun barely moves. Reads as calm and in control.
BCOMBAT SHUFFLE
Crouched low, quick short steps, the feet never cross, leaning into the gun. A gunfighter backing off.
CHOP-BACK SKIP
Both feet together in bouncy hops back, a squash on every landing, like a boxer. The most playful, the most bouncy aim.
BACKPEDAL EDGE CASES
Our proposed answer for each; one pick for the lot.
THE GUN TRIPA gun tossed low lands, skids along the floor and takes the legs out: trip, fall, damage by the gun’s weight. Never the thrower, never a teammate.
TODAY THE SKID GOES UNDER
A toss leaves the hand at 15 m/s spinning at 1100°/s and skids, slowing 14 m/s². Today it can only hit three balls (head 0.20, chest 0.24, hip 0.22) while faster than 4.2 m/s; the hip ball stops about 9 cm off the floor and a skidding gun rides 3 to 5 cm up, so it slides right under FIDA. The new check adds the shins while a tossed gun skids low.
TODAY: UNDER THE BALLS
The gun skids between FIDA’s feet, under every hit ball, and stops behind her. Nothing happens.
NEW: TRIP, FALL, DAMAGE
The shin box lights up while a tossed gun skids low and fast. Contact: a hit-stop, a white flash, a camera kick, a faceplant, dust, a split nose, then she gets up.
HOW THEY GO DOWN
Three trips, same toss, same contact, in lockstep. Every one gets the hit-stop (longer for heavier guns), the white contact flash, a camera kick on contact and a bigger one on the painful landing, a dust burst with stone chips, and stars while down. Switch the gun’s weight to feel the difference; switch on FINISHING TRIP to see a trip that kills.
AFACEPLANT
Feet swept back, a stiff dive, the arms fly back too late and the face smacks the stone; the legs whip up and slap down. A push-up to get back up.
BSPIN-OUT
Swept sideways off both feet: two flat starfish spins in the air, then a slam flat on the back with a bounce. A sit-up to get back up.
CBANANA FLIP
The feet shoot up like on a banana peel, a near backflip lands him on his neck and shoulders, then he crashes flat. Kips back up.
DAMAGE BY WEIGHT
The skid is its own hit, always weaker than a toss in the face (120 of 150 HP) and closer to a dropped gun (45). Heavier guns hit harder, freeze longer and keep you down longer. Every weapon a player can toss, sorted by weight. The spear always flies point first and pins (it never skids), and a charged Thunder Hammer boomerangs back, so it only skids once it’s empty.
A separate name: a trip that finishes someone plays the KO as TRIP, not as the gun’s shot signature (like today’s “Toss”).
TRIP EDGE CASES
Each one live, with our proposed answer. Three of them are real choices with their own picks; the rest is one pick.
OUR PICKS, TOGETHER
Code read (branch v4, read-only): Fighter/Fighter.cs:328, 948-1002 (move speed, facing + aim), Fighter/FighterPose.cs:715-760 (the leg cycle), Weapons/GunFair.cs:184-197 (held aim), UI/Controls/TwinStick.cs:133-260 + ControlScheme.cs (tap / hold / aim hold 0.15 s), Weapons/Items.cs:94-106, 190-287 (toss, thrown hits, skid), Core/Tune.cs:90-92 (120 / 45 / 30% chip). Scenes are mock-ups on the real night captures (img/cb/: Backyard + Castle with no fighters, the CALM CORE controls at 10% / 35% and at 100% under a thumb, the HUD pills); fighters, guns (real parts from WeaponDefs.cs) and effects are drawn live. Captures we’d still like from the game once built: the backpedal at 70% on device, and a toss-skid trip on Castle stone.