I Think I Found Out What's Wrong With The Spider
#1
Posted 01 October 2013 - 02:04 PM
Apparently the center of the Spider has a dead zone where projectiles go to die. I wasn't able to replicate this bug with laser fire, but with repeated relaunching and restarting I can reliably target a spot right in the middle of the mech where missiles and ballistics hit for no damage. It's not a huge hole, but it is right in the middle of the mech, where everyone aims. So I think I've found out what's wrong with the spider.
#2
Posted 01 October 2013 - 02:11 PM
Edited by Codyak, 01 October 2013 - 02:15 PM.
#3
Posted 01 October 2013 - 02:17 PM
#4
Posted 01 October 2013 - 02:18 PM
It could also be the training grounds being twin peaks sometimes.
But if this is the bug then it is also eating missile splash damage, which usually would go to the CT
#5
Posted 01 October 2013 - 02:46 PM
Colonel Pada Vinson, on 01 October 2013 - 02:17 PM, said:
It's quite possible it's a testing grounds bug; hard to get other players to stand still for me, so I can't replicate it online very well. That said, while damage tends to be inaccurate in regards to testing grounds vs a live environment, most other things behave similarly. If I didn't think this were at least somewhat valid I wouldn't have bothered posting it.
#6
Posted 01 October 2013 - 02:56 PM
Edited by warner2, 01 October 2013 - 02:56 PM.
#7
Posted 01 October 2013 - 03:28 PM
#8
Posted 01 October 2013 - 04:45 PM
Or is it just really that small section in the center of the torso? If it is then I have doubts it really is the problem, or the only problem.
#9
Posted 01 October 2013 - 04:46 PM
White Bear 84, on 01 October 2013 - 03:28 PM, said:
This continues to happen in games. My dual AC20 Jaeger hit a shutdown spider (overheated) Center Torso with no effect last week. Week before that - Spider running straight at me took 3 shots of Dual AC20s CT. Same week, Spider stood toe to toe with my Cataphract with Dual AC10s, machine gunnned me until I died while I repeatedly hit CT with little to no damage.
Mechanics of the game are seriously broken when a spider can toe to toe stand still in front of a Heavy or Assault and shoot that mech until they are dead and not die in seconds themselves.
Please, please look in to this. This is as bad as the dragon bowling or any other exploit.
#10
Posted 01 October 2013 - 05:04 PM
First everything looked good (it was registering damage as it should) but after a few hits I realized that sometimes none of the volleys registered any damage (I didn't move in between these volleys) it was totally random.
Neither did the red cross flashed nore the paperdoll or the damage percentage of the mech.
strange
#11
Posted 01 October 2013 - 05:06 PM
TexAss, on 01 October 2013 - 05:04 PM, said:
First everything looked good (it was registering damage as it should) but after a few hits I realized that sometimes none of the volleys registered any damage (I didn't move in between these volleys) it was totally random.
Neither did the red cross flashed nore the paperdoll or the damage percentage of the mech.
strange
I was firing with the 2 to show off that particular spot, but the damage seemed really off when I tried firing with the 6. Every shot was a hit, but it's very hard to know how much of a hit when all I get is a red crosshair and "yellow to dark yellow on two components"
#12
Posted 01 October 2013 - 05:12 PM
aniviron, on 01 October 2013 - 05:06 PM, said:
I was firing with the 2 to show off that particular spot, but the damage seemed really off when I tried firing with the 6. Every shot was a hit, but it's very hard to know how much of a hit when all I get is a red crosshair and "yellow to dark yellow on two components"
With the SRM2 the particular spot didnt matter to me, since they got spread out randomly, but with some volleys it didnt do ANYTHING. No red cross, no flash on paperdoll and no percentage change. its like the spider turned on a power shield for some volleys and for some not.
#13
Posted 01 October 2013 - 05:12 PM
#14
Posted 01 October 2013 - 05:37 PM
Here you can see what I described.
See how the mech doesn't move sometimes when hit? I shot the raven a few 100 meters away next and it rocked everytime it got hit.
But on the spider...no red cross, no flash on paperdoll and no percentage change. its like the spider turned on a power shield for some volleys and for some not.
It clearly isnt registering damage.
Edited by TexAss, 01 October 2013 - 06:03 PM.
#15
Posted 01 October 2013 - 06:13 PM
TexAss, on 01 October 2013 - 05:37 PM, said:
Here you can see what I described.
See how the mech doesn't move sometimes when hit? I shot the raven a few 100 meters away next and it rocked everytime it got hit.
But on the spider...no red cross, no flash on paperdoll and no percentage change. its like the spider turned on a power shield for some volleys and for some not.
It clearly isnt registering damage.
It seems to be a few very small areas. Looks almost like it's along the seams of where the CT meets the side torsi; like the edges were just never assigned a hitbox so anything that impacts there doesn't deal damage. Hard to say though. Would love to see if anyone can reproduce this in-game with video evidence.
#16
Posted 01 October 2013 - 07:02 PM
#17
Posted 01 October 2013 - 07:35 PM
Hammer Hands, on 01 October 2013 - 07:02 PM, said:
But that seems unlikely. The commando is slightly smaller than the spider, but has no hitreg issues whatsoever, and goes down very easily to autocannons, lasers, and PPCs (missiles are still pretty iffy though). What's much more likely to happen is that the Locust is terrible and also easy to hit. This is a spider-specific issue.
#18
Posted 01 October 2013 - 08:46 PM
Curious, I went in and tried it for myself. Yup behaves just as shown above.
I found a couple spots where no damage registered.
I think there are gaps in the spiders triangles and pgi is doing planar intersection detection instead of volumetric inclusion calculation. Miss the triangle, miss the mech.
#19
Posted 01 October 2013 - 08:56 PM
Hillslam, on 01 October 2013 - 08:46 PM, said:
I think there are gaps in the spiders triangles and pgi is doing planar intersection detection instead of volumetric inclusion calculation. Miss the triangle, miss the mech.
^^^^
Yeah - what he said. Volumetric inclusion calculation......I knew that is what it was missing. Spiders need more VIC.
#20
Posted 01 October 2013 - 09:01 PM
Edited by ShadowSpirit, 01 October 2013 - 09:23 PM.
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