Editing Talk:Landing lag glitch

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:::::"the extra lag received is a result of the part of the animation that is interruptible not being interruptible due to the glitch"
:::::"the extra lag received is a result of the part of the animation that is interruptible not being interruptible due to the glitch"
:::::How do you know this? How do you know it's not something like "soft and hard landings are only allowed to be interruptible if there is no other lag attemping to assert itself"? [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brazen 18:02, 9 December 2017 (EST)
:::::How do you know this? How do you know it's not something like "soft and hard landings are only allowed to be interruptible if there is no other lag attemping to assert itself"? [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brazen 18:02, 9 December 2017 (EST)
::::::As I explained before, even with hard and soft landing lag, the game uses the same procedure for extending the lag, to slow down the animation, but not effect the "point in the animation" as it were where you are able to interrupt it. Again, you can test this in the way I described. In the exact same way that the behaviour of aerial landing lag with RCO lag does not follow that of increased landing lag under normal circumstances, neither does the behaviour of the hard and soft landing lags. They behave in the exact same way as aerial landing lags, and are always interruptible, even when the lag is increased. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 18:07, 9 December 2017 (EST)

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