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Post by RightOn on Dec 7, 2016 12:26:33 GMT -5
I'm at a loss as to why rockets vanish (when you die before your rockets reach the target) instead of continuing towards their target...
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 7, 2016 12:32:18 GMT -5
I'm at a loss as to why rockets vanish (when you die before your rockets reach the target) instead of continuing towards their target... I'm at a loss that I found something to agree with you about! In all seriousness... I have been told it was due to an old upgrade. And it ticks me off too... several times it could have made the difference in a game. Especially 1 v 1 duels over a beacon.
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ЯΣD9
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Post by ЯΣD9 on Dec 7, 2016 14:02:31 GMT -5
I'm at a loss as to why rockets vanish (when you die before your rockets reach the target) instead of continuing towards their target... I completely agree. I'm all about having realism in this game. The more immersion the better. Of all my complaints (about legs passing through solid objects etc) I think your point brought up here is probably top of the list. I could see guided missiles losing guidance when the shooter is destroyed, that makes complete sense. But having projectiles completely disappear out of thin air is competent bonkers. Pins, Orkans, Tridents, etc should continue and impact
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Post by Strayed on Dec 7, 2016 14:28:39 GMT -5
Apparently, having them remain kept on causing unfixable bugs.
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Neg0Pander
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Grab 'em by the Griffin
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Post by Neg0Pander on Dec 7, 2016 16:37:30 GMT -5
I agree, I've always thought this was a silly quirk, BUT, I've used it in my favor numerous times.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 7, 2016 16:43:00 GMT -5
Yes, realistically once you've fired one then a projectile should exist on it's own merit regardless of what happens to it's origin. That's not the only bit of reality that's been short-cut on behalf of the rule-of-cool (and playability) in this game. For example although we have clips on most weapons, the ammunition is infinite. A 4xPinata Patton should have a few building-sized trucks following it around with all the spare missiles, yanno?
That said, it's not just the missiles. From my observations, all projectiles fired from a bot immediately vanish once the bot dies. From a hobbyist programming perspective, it actually does make some sense. By slaving all the projectiles fired by a bot to that bot, it makes for a very easy 'clean up' of child-objects when the bot is destroyed. Bugs from 'orphaned' projectiles? I totally believe it, and have seen it in other 3/FPS games before. Now, I wasn't there to see any of it in this game, but I could easily imagine the havoc created if say a missile got 'orphaned' at the exact moment of impact creating a persistent and continuous explosion at that spot that lasted for the remainder of the round. And that's just one example. Bugs are harbingers of Chaos.
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Post by Strayed on Dec 7, 2016 17:06:16 GMT -5
Orphaned projectiles causing bugs was actually the official reason for why Pixo removed them.
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Post by ᕲΣΣᕲƧ on Dec 7, 2016 17:18:28 GMT -5
I agree, I've always thought this was a silly quirk, BUT, I've used it in my favor numerous times. I've been saved once or twice, or maybe a few dozen times, from getting slammed in the face with something because I was a quarter second quicker to reload or fire. I've always seen both players die more than I believe both ran out of HP at exactly the same moment. I've never paid attention to ranges that closely when it occurs but I'd be interested to guesstimate it now and see if it happens more often from closer than further. Like the server doesn't receive the destroyed information before the orphaned weapons hit.
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Post by Deleted on Dec 7, 2016 20:16:11 GMT -5
This game having unfixable bugs,.....say its not so! Sounds likes weak excuse. Its right up there when you and an opponant kill each other. The first to die wins. Like the one who died a millisecond later doesnt matter.
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Post by Deleted on Dec 7, 2016 20:17:14 GMT -5
Must not be fire and forget - lol
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Post by Curry Pot on Dec 7, 2016 21:07:48 GMT -5
This quirk can actually work in your favor if you are attacking a rocket using bot that you can destroy in one blow. In DB style setups, if I see that a damaged bot is not paying attention to me, then I move to attack regardless if I get exposed if I can launch my payload first and kill it before its rockets reach me. This has allowed me to succeed in a lot of otherwise suicidal attacks that would have destroyed me if the target had fired a few seconds earlier, because that swarm of rockets that would have been the killing blow just disappears without scratching my bot. As usual, situational awareness is vital, and the vanishing effect accentuates that.
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acethunder
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Post by acethunder on Dec 8, 2016 2:38:26 GMT -5
Yes, realistically once you've fired one then a projectile should exist on it's own merit regardless of what happens to it's origin. That's not the only bit of reality that's been short-cut on behalf of the rule-of-cool (and playability) in this game. For example although we have clips on most weapons, the ammunition is infinite. A 4xPinata Patton should have a few building-sized trucks following it around with all the spare missiles, yanno? That said, it's not just the missiles. From my observations, all projectiles fired from a bot immediately vanish once the bot dies. From a hobbyist programming perspective, it actually does make some sense. By slaving all the projectiles fired by a bot to that bot, it makes for a very easy 'clean up' of child-objects when the bot is destroyed. Bugs from 'orphaned' projectiles? I totally believe it, and have seen it in other 3/FPS games before. Now, I wasn't there to see any of it in this game, but I could easily imagine the havoc created if say a missile got 'orphaned' at the exact moment of impact creating a persistent and continuous explosion at that spot that lasted for the remainder of the round. And that's just one example. Bugs are harbingers of Chaos. Could they not just create a rule that despawns them after a set amount of time existing? Or a rule that only allows one impact from the shell and despawn it if it attempts to make another? As a non-programmer I have no idea how feasible what I said is. If I'm being a moron then just ignore me
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Post by Zhøu™ on Dec 8, 2016 2:44:16 GMT -5
Agreed with the OP!
Same goes for other weapons like Tridents, Missiles, Aphids too.
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Post by ShutUpAndSmokeMyWeed on Dec 8, 2016 5:45:47 GMT -5
This always puzzled me too, how hard could it be? But it's a relatively minor thing which must be harder than it looks to fix, because clearly Pix has deemed it not worth their time.
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Dunk Mujunk
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Post by Dunk Mujunk on Dec 8, 2016 6:39:53 GMT -5
I had this oddity play out in my favor for the first time ever last night. After taking some heavy damage in my quad Mag Patton at the center beacon of Shenzhen (sp?) I began pushing towards the enemy side. A damaged enemy Patton, quad CRV, came around the corner as I approached the line of buildings. He must have just fired before coming into my line of sight, because we proceeded to do the crippled Patton tango for a bit while his CRVs reloaded and while I peppered him with my remaining Mags. He finally reloaded and opened up at around 200m, but I ended up taking him out just before his projectiles reached my bot. Literally milliseconds. The rockets and trails just disappeared.
It actually screwed me up quite a bit lol. I ended up flailing around in one spot for an extended period of time, I had stopped thinking ahead when I saw his CRVs fire. By the time I made a move for cover a couple other reds had moved in and took me out.
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Post by CΛΜΡΞΓ™ on Dec 8, 2016 6:45:12 GMT -5
This always puzzled me too, how hard could it be? But it's a relatively minor thing which must be harder than it looks to fix, because clearly Pix has deemed it not worth their time. they haven't deemed it worth their time to fix Zeus either. It's been months.
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Post by blognio on Dec 8, 2016 7:22:44 GMT -5
I'm at a loss as to why rockets vanish (when you die before your rockets reach the target) instead of continuing towards their target... I completely agree. I'm all about having realism in this game. The more immersion the better. Of all my complaints (about legs passing through solid objects etc) I think your point brought up here is probably top of the list. I could see guided missiles losing guidance when the shooter is destroyed, that makes complete sense. But having projectiles completely disappear out of thin air is competent bonkers. Pins, Orkans, Tridents, etc should continue and impact We should be able to crush those trucks!!
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CtrlZ
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Post by CtrlZ on Dec 12, 2016 8:53:07 GMT -5
This always puzzled me too, how hard could it be? But it's a relatively minor thing which must be harder than it looks to fix, because clearly Pix has deemed it not worth their time. It depends a bit on how they set up the code. If there's a very strict parent/child or slaving hierarchy, then having to re-child/slave the item and conveying that across server/clients can be a pain in the butt. That said, it's not exactly hard. Just annoying, with potential for other glitches and a whole lot of additional conditional logic where before there was none. If they've looked at it before and decided it wasn't worth their time, then they probably coded themselves into a bit of a hole and just aren't touching it until some more major overhaul. Think rewriting it, rather than patching it. Edit: I knew I had a screenshot somewhere. This isn't a weapon per se, although I think it's one of them cartridges that get expelled? I don't think it's a piece of bot as there's no corpse anywhere around. Regardless, this object was probably a child of another object that went poof, so it got orphaned and then the code just doesn't know what to do with it as, for all intents and purposes other than rendering client-side, it doesn't exist. So it just stays there in limbo, floating around in mid-air;
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Post by Thunderkiss on Dec 13, 2016 17:44:33 GMT -5
I agree with the op, but the leg passing through things is fine. I already get hung up on invisible nothings, I'd be bent all the time if I got caught on a truck I should have crushed.
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