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Still Haven't Fixed The Slingshot Bug!


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#1 DjPush

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Posted 04 October 2015 - 06:08 PM

That bug where you jump up to a ledge, then the ledge throws you another 20-50 meters in the air, only to take half your leg armor.... Yeah, still there.

#2 GreyNovember

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Posted 04 October 2015 - 06:12 PM

To be fair, how do you fix it?

Were it code, I'd just reset velocity whenever your feet touch something after having negative velocity for a while.

This sounds like it's map based. Which is a good deal more. Difficult. To pin down.

#3 DjPush

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Posted 04 October 2015 - 06:15 PM

I get it on several maps. Bog, River City, Canyon Network...

#4 GreyNovember

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Posted 04 October 2015 - 06:18 PM

You're welcome to record every instance it happens, then.

That would probably help pin down which are the problem areas; but for all we know, there are many more that will be brought up, and have this bug declared "Still not fixed."

I get this when jumping against the map borders in new forest colony. Pretty sure nobody expected someone to TRY that, so fair game.

#5 Accused

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Posted 04 October 2015 - 07:20 PM

Citadel in River City. Repeatable and pretty obvious at this stage I would think.

#6 TLBFestus

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Posted 04 October 2015 - 10:41 PM

Never seen it or experienced it.

#7 627

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Posted 04 October 2015 - 11:18 PM

In river city there are some ledges on the right side of the map, that can throw you all the way to the beach on the left. I repeaditly found that bug with a spider, at least in training grounds.

#8 Alistair Winter

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Posted 05 October 2015 - 12:35 AM

Happens to me, but not very often. Maybe once per 30 games? Happens a lot on HPG Manifold, where I'm trying to jump up to the top platform, I land on the edge and I bounce backwards and upwards. And then my leg armour implodes.

#9 L3mming2

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Posted 05 October 2015 - 02:08 AM

mining colony a load if i bring a jj heavy mech

#10 Cyborne Elemental

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Posted 05 October 2015 - 05:21 AM

Mining Colony, the platforms on Bog, just about every building in River city, edges of walls in Canyon Network.

They're all over the place.

Its whenever you're about to clear a ledge, your thrust stops and zeroes as you hit the ledge and you're stuck just floating there, but then the fall speed counter just goes and goes and your legs blow out with -40/-100 fall damage after only falling about a half meter.

I'm willing to bet that its a Bounding box/sphere issue when they changed all the Mech Archetypes not too long ago.

Edited by Mister D, 05 October 2015 - 05:22 AM.


#11 The Amazing Spider Man

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Posted 22 November 2015 - 08:28 AM

Spiders love those delicious bugs!

This bug is still here, I have experienced it in multiple locations on every map. New maps, old maps, they all have many ledges where this occurs. It shows up once every ten matches or so. The feeling of helplessness (dem tingles) watching my legs get torn off as I am in midair with no fuel to cushion the unexpected drop is more annoying each time it happens. I find it very frustrating when my light 'mech takes more damage from map failure than to enemy fire.

Is PGI aware of this issue? Is there any official word on what causes this bug? Is it more prominent in certain chassis? Can we expect a fix anytime?

Signed,

Someone who is sick and tired of their "webs" betraying them in battle.

#12 adamts01

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Posted 22 November 2015 - 10:21 AM

I notice it the most in bog. On those two middle platforms. I don't go all jump crazy all over the map though, just the basic areas.

#13 C E Dwyer

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Posted 22 November 2015 - 10:25 AM

don't do much jumping these days so not been able to produce this bug

#14 Troutmonkey

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Posted 22 November 2015 - 03:50 PM

Mining Colony was the worst, but I only noticed it in lights and I don't play them much these days.

What happened to me was you'd get stuck on a terrain piece, but were technically still falling. You're fall speed would just keep increasing and then eventually you'd get unstuck and hit the ground at a stupidly high speed and heavily damage your legs.

Could be easily addressed by
1. Fixing stuck spots so you don't get stuck in the first place
2. Measure the distance moved for speed instead of just air time. Since you're stuck and s = d/t, d= 0 therefore s = 0 and you should take no damage

#15 The Amazing Spider Man

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Posted 23 November 2015 - 08:19 AM

View PostTroutmonkey, on 22 November 2015 - 03:50 PM, said:

Mining Colony was the worst, but I only noticed it in lights and I don't play them much these days.

What happened to me was you'd get stuck on a terrain piece, but were technically still falling. You're fall speed would just keep increasing and then eventually you'd get unstuck and hit the ground at a stupidly high speed and heavily damage your legs.

Could be easily addressed by
1. Fixing stuck spots so you don't get stuck in the first place
2. Measure the distance moved for speed instead of just air time. Since you're stuck and s = d/t, d= 0 therefore s = 0 and you should take no damage


I count this as a second bug that is caused by jumping into a wall face. The bug you are talking about is a definite momentary pause in control, whereas the slingshot bug is nearly instantaneous. In my experience the more you move trying to free yourself from the wall face bug the more damage you receive. Once you recognize the wall face bug, come to a complete stop for a few seconds until controls normalize (they don't always). I find wall face bug easier to avoid than slingshot: instead of climbing walls, make clean jumps that clear the face of the obstacle. Thank God for webs!

With the slingshot bug you can make what appears to be a clean jump to the summit only to be instantly teleported ~20m above the pinnacle with no fuel and leg damage taken while in midair. More of a "who put an exploding trampoline at the top of this building?", instead of a "Graboid in the mountain ate my toes again" response. Both are annoying, I personally find slingshot to be a more punishing bug.

As a Spider exclusive pilot I would love an official statement from PGI in regards to these very old bugs that negatively affect jumping light 'mechs significantly more than their heavier counterparts. If I am piloting what is arguably the worst 'mech in the game (5V), the entire point of the variant is to turn jump jets into a weapon somehow. When my legs are public enemy number one this task becomes terribly discouraging because my "weapon" only causes direct damage to me, through no fault of my own, but instead based on some unseen game of Russian roulette.

Like I don't have enough problems already with every Kingpin, Juggernaut, and Rhino kicking me in the shins.

#16 BigBenn

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Posted 23 November 2015 - 08:22 AM

Considering that you and your mech are continuously running in to buildings, rocks, trees, canyon walls, and other mechs and NOT sustaining damage, losing a % or two of armor due to a "bug" should otherwise be immaterial and not noteworthy, really.

What is the gripe again???

#17 The Amazing Spider Man

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Posted 23 November 2015 - 09:00 AM

Maybe you go running into rocks, trees, and canyon walls hippie, I'm above all that nature junk (city Spidey jokes). I take damage all the time running into other 'mechs. The gripe is taking 5-30 HP out of my each of my legs for successfully jumping to the top of an obstacle due to a bug. I've never had the slingshot bug take less than 6% overall health from my 'mech. That is five points per leg minimum in a best case scenario, the damage is much worse if the bug throws you off the intended peak you just jumped up to.

I've had the slingshot bug instantly rip off a fresh 28HP leg before I had even hit the ground, as I then took more damage to my remaining leg (that was also severely damaged in the slingshot bug launch) once I landed from a height that should be impossible for my 'mech to achieve through the equipped JJ alone. Why they didn't take damage equally is another question all together. The scenario went from my fresh 'mech jumping up a ledge to ambush the enemy to my 'mech with only one crit leg dropping right next to the intended target because I wanted an elevated position.

#18 The Amazing Spider Man

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Posted 30 November 2015 - 01:40 PM

View PostThe Amazing Spider Man, on 22 November 2015 - 08:28 AM, said:

Is PGI aware of this issue? Is there any official word on what causes this bug? Is it more prominent in certain chassis? Can we expect a fix anytime?


View PostDave Forsey, on 30 November 2015 - 08:30 AM, said:

Acknowledged


Even superheros can dream of the impossible.

#19 Tarogato

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Posted 30 November 2015 - 02:00 PM

As far as I can tell, this bug occurs because gravity is deactivated (or set to zero) while your jumpjets are active. Since gravity is not acting on your mech, nothing is stopping its trajectory from being affected by ricocheting off the environment like a glorified ping pong ball. In this case, you are hitting a ledge at an angle where the collision redirects your mech upward in a zero-gravity environment. I can consistently trigger this bug and utilise it in a controlled manner without incurring leg damage to boost my jump height, but it's when you trigger it unintentionally that you can be in for a world of hurt. I almost legged myself at the beginning of a competitive match because I got sent flying wayyyy up into the air on Mining Collective while scouting early game. PGI definitely needs to look into this and see if they can solve the problem.

#20 totgeboren

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Posted 30 November 2015 - 02:17 PM

I use it all the time, like a double-jump. Just gotta make sure you have enough fuel left to save your legs!

I honestly never thought it was a bug until I read this thread.

Edited by totgeboren, 30 November 2015 - 02:18 PM.






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