

Still Haven't Fixed The Slingshot Bug!
#1
Posted 04 October 2015 - 06:08 PM
#2
Posted 04 October 2015 - 06:12 PM
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
Posted 04 October 2015 - 06:15 PM
#4
Posted 04 October 2015 - 06:18 PM
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
Posted 04 October 2015 - 07:20 PM
#6
Posted 04 October 2015 - 10:41 PM
#7
Posted 04 October 2015 - 11:18 PM
#8
Posted 05 October 2015 - 12:35 AM
#9
Posted 05 October 2015 - 02:08 AM
#10
Posted 05 October 2015 - 05:21 AM
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
Posted 22 November 2015 - 08:28 AM
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
Posted 22 November 2015 - 10:21 AM
#13
Posted 22 November 2015 - 10:25 AM
#14
Posted 22 November 2015 - 03:50 PM
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
Posted 23 November 2015 - 08:19 AM
Troutmonkey, on 22 November 2015 - 03:50 PM, said:
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
Posted 23 November 2015 - 08:22 AM
What is the gripe again???
#17
Posted 23 November 2015 - 09:00 AM
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
Posted 30 November 2015 - 01:40 PM
The Amazing Spider Man, on 22 November 2015 - 08:28 AM, said:
Dave Forsey, on 30 November 2015 - 08:30 AM, said:
Even superheros can dream of the impossible.
#19
Posted 30 November 2015 - 02:00 PM
#20
Posted 30 November 2015 - 02:17 PM
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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