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Post by falcon1 on Mar 13, 2017 15:24:35 GMT -5
Been playing the game, and love it, for nearly a year now, and I feel there are clear issues that should be addressed.
1. Pinata and Tulumbas combination does not do alot of damage to other bots in extreme close proximity to targeted robot. These robots should take a substantial amount of shrapnel damage.
2. When robots are destroyed the munitions already launched do not continue to target. Once fired munitions should not stop midair and continue to intended target.
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Post by gr3ygh05t on Mar 13, 2017 15:33:15 GMT -5
I think you mean pins. Anyhow the splash for all missiles except for tridents are actually very small. But if you happen to hit bots directly beside each other both will take damage.
As for the second one this is a known issue and pix is looking to fix this soon.
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Post by boomsplat on Mar 13, 2017 15:42:02 GMT -5
Been playing the game, and love it, for nearly a year now, and I feel there are clear issues that should be addressed. 1. Pinata and Tulumbas combination does not do alot of damage to other bots in extreme close proximity to targeted robot. These robots should take a substantial amount of shrapnel damage. 2. When robots are destroyed the munitions already launched do not continue to target. Once fired munitions should not stop midair and continue to intended target. I find my pins and tulumbas do fine for damage but are sensitive to lag because of the smaller splash radius. I know I've hit near some bots and inflicted minimal damage and the same type of hit in another game will wipe out a good chunk of health (l12 pins and L9 tulumbas). and if you've played for a year, I'm surprised these are your complaints. Do you have l10 or higher weps? Lower powered weps vs high powered bots don't do much relative damage in this new league structure so you may have to recalibrate your expectations vs the old tiers you used to be in (unless you were gold in the old system).
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Post by inesb on Mar 14, 2017 7:15:45 GMT -5
2. When robots are destroyed the munitions already launched do not continue to target. Once fired munitions should not stop midair and continue to intended target. I remember a match just yesterday, my bot and the enemy bot I was shooting at died simultaneously. I know that no other bots were involved. It was on Springfield map, just a moment before battle ended. Only few bots were left and all of them were too far away from the scene.
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Post by SATmaster728 on Mar 16, 2017 13:42:12 GMT -5
3 rockets sometimes aim straight forward instead of down or up.
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Post by VivaLaResistance on Mar 16, 2017 17:02:39 GMT -5
3 rockets sometimes aim straight forward instead of down or up. Doesn't this happen if the target happens to be or get just outside of range? ...well I'm not asking, I know it does. But maybe you're mistaking your distance or not noticing that they have in fact went to, say you've got Orkans, 301m in the split second it took to fire.
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Post by VivaLaResistance on Mar 16, 2017 17:05:20 GMT -5
2. When robots are destroyed the munitions already launched do not continue to target. Once fired munitions should not stop midair and continue to intended target. I remember a match just yesterday, my bot and the enemy bot I was shooting at died simultaneously. I know that no other bots were involved. It was on Springfield map, just a moment before battle ended. Only few bots were left and all of them were too far away from the scene. That happens often. You can kill each other for sure. I've seen robots pop on a delay, and not eject either. You unload into them and run out but they're still walking and then pop! I think the missiles and rockets do continue for a split second before the game registers you're dead but yea they should continue to target all the way for sure.
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Post by Paps on Mar 16, 2017 23:04:28 GMT -5
I've noticed that certain missiles/rockets continue to the target after you've ejected. Hydras, crv pins and tulumbas. Orkans and aphids do not persist after ejecting, from what I can tell. No input for pinatas, spirals or tridents. Don't use em hardly. Don't take my word on it, I'm not 100% sure... just peripheral observation on my part.
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Post by whatttupG on Mar 16, 2017 23:35:35 GMT -5
Lag occurs on many levels.. spawn lag, damage lag, general "teleport hack" lag... these are all on top of bugs that seem to plague rockets. For sure aphids have a bug, the whole disappear midair thing also isn't right, plus the mystery damage deal where you just lose HP but nobody shot you.. well that isn't in this thread but I've seen it. It's like damage lag, except you are out of range and not engaged with anyone. It can occur at spawn and just cost you a tiny bit or can random you and wipe out everything you have left. I think this is why vets eject so quick, once you're under 10k HP the odds are so stacked that you're better off bailing proactively before you get shot again or self destruct like a drummer for spinal tap.
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Post by VivaLaResistance on Mar 16, 2017 23:56:53 GMT -5
I think this is why vets eject so quick, once you're under 10k HP the odds are so stacked that you're better off bailing proactively before you get shot again or self destruct like a drummer for spinal tap. I mean...maybe? But I think the real reason is because it is, or can be, pointless to continue on when you won't even get any more damage in before being killed. They eject proactively so that they can be halfway back to battle in a fresh machine instead of just spawning again in the aftermath of a wasted walk to their prior death.
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Post by whatttupG on Mar 17, 2017 0:21:31 GMT -5
I think this is why vets eject so quick, once you're under 10k HP the odds are so stacked that you're better off bailing proactively before you get shot again or self destruct like a drummer for spinal tap. I mean...maybe? But I think the real reason is because it is, or can be, pointless to continue on when you won't even get any more damage in before being killed. They eject proactively so that they can be halfway back to battle in a fresh machine instead of just spawning again in the aftermath of a wasted walk to their prior death. I used to be convinced that dumping a damaged bot was a Jedi move, however having played it out and having saved a ton of bacon with a smoldering pile of bot left, I am quite sure that early ejection isnt a hard and fast rule. I'm sure it has its place, but outside the TT world of 12/12 everything, dumping your bot just because it's no longer perfect has a higher cost. I posted a pic of a battle where I had 10 HP left on a Griffin that was trashed and going down with the ship was my only course. Lucky for me that 10 was 10 more than the other guy because sometimes when you come around a corner and you see your buddy is getting lit up, all you can do is hold the button until it's last bot standing. My buddy didn't make it and once the sights were set on me.. like I said.. 11 less HP and I would joined him.
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Post by SATmaster728 on Mar 17, 2017 6:33:41 GMT -5
3 rockets sometimes aim straight forward instead of down or up. Doesn't this happen if the target happens to be or get just outside of range? ...well I'm not asking, I know it does. But maybe you're mistaking your distance or not noticing that they have in fact went to, say you've got Orkans, 301m in the split second it took to fire. I mean when you are facing an enemy on say, yamntown, and they are lower on the bridge, my orkans often fire in a straight line instead of firing down toward the enemy.
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Post by VivaLaResistance on Mar 17, 2017 9:39:40 GMT -5
@watttupg I never eject either due to similar experiences.
.....okay, maybe sometimes but normally I feel the same way. Even, rather then ejecting, a suicide mission seems better. It may seem pointless if you will die before you even get a shot off but it's still an extra distraction during that time and causes them to possibly unload rockets or something.
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Post by VivaLaResistance on Mar 17, 2017 9:43:49 GMT -5
Doesn't this happen if the target happens to be or get just outside of range? ...well I'm not asking, I know it does. But maybe you're mistaking your distance or not noticing that they have in fact went to, say you've got Orkans, 301m in the split second it took to fire. I mean when you are facing an enemy on say, yamntown, and they are lower on the bridge, my orkans often fire in a straight line instead of firing down toward the enemy. Hmmm... I'll have to test it out. I have definitely noticed it before where I was kinda like 「whiskey tango foxtrot」 but just assumed maybe I had been mistaken. I do KNOW that aphids on android were effed up until recently. They would go straight like a rocket for me, ALL THE TIME. I thought I had wasted my money when I first tried one as they were functioning like LOS weapons.
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Post by Thumpmonkey1 on Mar 17, 2017 13:59:15 GMT -5
I mean when you are facing an enemy on say, yamntown, and they are lower on the bridge, my orkans often fire in a straight line instead of firing down toward the enemy. Hmmm... I'll have to test it out. I have definitely noticed it before where I was kinda like 「whiskey tango foxtrot」 but just assumed maybe I had been mistaken. I do KNOW that aphids on android were effed up until recently. They would go straight like a rocket for me, ALL THE TIME. I thought I had wasted my money when I first tried one as they were functioning like LOS weapons. They still do that for me if the target is at all lower than I am. Seems even a small difference in height makes them fly flat. Frustrating on the yam ramp when a flight pops up at you but your return volley hits the platform floor
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Post by SATmaster728 on Mar 20, 2017 6:42:00 GMT -5
Hmmm... I'll have to test it out. I have definitely noticed it before where I was kinda like 「whiskey tango foxtrot」 but just assumed maybe I had been mistaken. I do KNOW that aphids on android were effed up until recently. They would go straight like a rocket for me, ALL THE TIME. I thought I had wasted my money when I first tried one as they were functioning like LOS weapons. They still do that for me if the target is at all lower than I am. Seems even a small difference in height makes them fly flat. Frustrating on the yam ramp when a flight pops up at you but your return volley hits the platform floor so annoying, especially on a Db griffin
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