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Leaf style Pushbuttons and their differences

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RandyT:


--- Quote from: jimmer on June 20, 2014, 09:36:05 am ---You can hear that he isn't bottoming out the fire button.

That would be much much harder with only 2.3mm of travel.

--- End quote ---

Really, it's not.  The beauty of a good leaf switch setup is the ability to adjust them for a particular playing style.  If you notice, this individual doesn't play at all the way X2 insists one must.  His fingers aren't anywhere near the fire button until he wants to actually fire.  This is because the Defender buttons are very soft, and any resting on the button would result in a closed contact.  There's more finger flapping than "floating" going on in this clip, and it doesn't seem to hinder his play.  For an individual who plays like this, I would adjust the CLASSX button to be firm, with a very small contact gap.  It wouldn't feel exactly the same to this individual, but he would likely quickly adapt and realize that the length of motion he normally found necessary is no longer required, possibly resulting in less fatigue while playing.

The other thing which many don't immediately realize is that games which allow for rapid fire, more often than not, have a software limitation for fire frequency.  A great example of this is Asteroids.  No matter how fast you can cycle the button, once you are able to achieve a certain frequency, you will end up with only four, evenly spaced shots on the screen.  With a standard micro, this is difficult to achieve, but with a CLASSX leaf button, it's no problem at all.

Then there is the fact that there are different "old school" leaf buttons and switches out there.  The Defender machine used a different setup than most of the newer machines with the switch holders.  Depending on the build of a particular panel, the feel of the switch could, and did, vary considerably.  Players needed to adapt to a particular machine/game.  This is no different than adapting to a different leaf button, such as the CLASSX, except that you would have the benefit of being able to adjust the switch/button to your specific ideal, and it would remain a constant throughout all games you wish to play on your panel.



Xiaou2:


--- Quote ---Really, it's not.  The beauty of a good leaf switch setup is the ability to adjust them for a particular playing style.  If you notice, this individual doesn't play at all the way X2 insists one must.  His fingers aren't anywhere near the fire button until he wants to actually fire.
--- End quote ---


 Half Truth.  I guess your eyes are not what they used to be Randy...

 He does have an unusual playing style...  He often gets ready to tap in the air, when there is nothing going on.. then uses an accelerated snap, to get the precision timing he wants.   In other times.. hes holding the button down... and then letting it up slightly and floating the button (Floating = Rapidfire vibration firing method).   Yet other times, hes going right into floating mode.

 Nothing saying you cant play a certain way... but that does not mean that you do not have weaknesses in doing so.   Anytime your finger is too far from the button, its far more possible you wont get to the punch in time.. when needed.

 And if you dont have the float ability, and the spring tension and depth needed...  then it only makes it more difficult.


--- Quote --- This is because the Defender buttons are very soft, and any resting on the button would result in a closed contact.  There's more finger flapping than "floating" going on in this clip, and it doesn't seem to hinder his play.
--- End quote ---

 I seriously doubt this (light finger pressure = fire)... and while my memory is a little fuzzy at times, Im pretty much dead certain Ive never experienced a leaf that was so sensitive that I couldnt rest upon it without fire.  That just would not make much sense.

 And yes, it Does hinged his play.  How many times did we see him die in that short clip?

 Still, you are correct, in that he seems to flap more than float.  Though, he does do it all.


--- Quote ---The other thing which many don't immediately realize is that games which allow for rapid fire, more often than not, have a software limitation for fire frequency.  A great example of this is Asteroids.  No matter how fast you can cycle the button, once you are able to achieve a certain frequency, you will end up with only four, evenly spaced shots on the screen.  With a standard micro, this is difficult to achieve, but with a CLASSX leaf button, it's no problem at all.

--- End quote ---

 This is a partially true as well... but it doesnt tell the whole story.

 In asterioids deluxe... your limit I believe is actually 5 shots on screen... However, if you hit something close to you, you are recharged immediately.  And when you are talking 4 already out there.. and then you have an asteroid pop up right next to you.. you can litterally fire and recharge in a fraction of a second.   You can unload a stream of nearly never-ending bullets at nearby targets.  So long as they are hit.. you are recharged.  So while it may seem to be limited.. its not quite as limiting as you may be lead to believe.

 
--- Quote ---Players needed to adapt to a particular machine/game.  This is no different than adapting to a different leaf button, such as the CLASSX, except that you would have the benefit of being able to adjust the switch/button to your specific ideal, and it would remain a constant throughout all games you wish to play on your panel.

--- End quote ---

Or, Players can use the controls that the game plays with, so that there is no need to adapt to a completely different feel, control, and fatigue level.


pbj:

I'll lay $5 on none of you being able to tell the difference in a setup where you can't hear microswitch clicks.

 :cheers:

RandyT:


--- Quote from: Xiaou2 on June 23, 2014, 01:01:56 pm --- I seriously doubt this (light finger pressure = fire)... and while my memory is a little fuzzy at times, Im pretty much dead certain Ive never experienced a leaf that was so sensitive that I couldnt rest upon it without fire.  That just would not make much sense.

 And yes, it Does hinged his play.  How many times did we see him die in that short clip?

--- End quote ---

I don't need to rely on memory, fuzzy or not.  I have an original Defender panel sitting here next to my chair, with all original buttons and leafs.  You cannot rest your finger on them with any weight at all, without the contacts closing.  There's a reason he is playing the way he is, and that is it.

Of course, I'm happy to be proven wrong.  Is  there a clip somewhere of you also breaking the million mark on Defender using only your specific play style? (link please)


--- Quote --- In asterioids deluxe... your limit I believe is actually 5 shots on screen... However, if you hit something close to you, you are recharged immediately.  And when you are talking 4 already out there.. and then you have an asteroid pop up right next to you.. you can litterally fire and recharge in a fraction of a second.   You can unload a stream of nearly never-ending bullets at nearby targets.  So long as they are hit.. you are recharged.  So while it may seem to be limited.. its not quite as limiting as you may be lead to believe.

--- End quote ---

Doesn't change what I wrote.  If you can achieve the maximum frequency the game allows, then all is good.  The only reason it seems faster is because you can keep firing beyond the normal 4 (classic Asteroids) shot limit when one strikes a target.  That doesn't mean that the firing frequency limitation is negated.  It's not unusual at all for a player to get taken out by going head on into an asteroid, attempting to fire their way through, regardless of how fast they are cycling the switch.


--- Quote ---Or, Players can use the controls that the game plays with, so that there is no need to adapt to a completely different feel, control, and fatigue level.

--- End quote ---

Or, you can read what I wrote and give honest consideration to the fact that no arcade games from different manufacturers are exactly alike in feel, control and supposed "fatigue level".  :P  Even the same games from the same manufacturer will vary in feel, depending on age and use.  Good arcade players have the ability to adapt, based on what they are presented with at a particular location.  They really have no other choice.

pbj:

No pic = no Defender panel


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