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Alizarin

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  1. For some reason it's not displaying the body of the text so I'll just post it below here Issue: This is not a new bug but it affects a lot of non-AoE projectile guns for more than a year and now Mandonel's radiation trail is also blocking shots. Currently it appears that when shooting at terrain or models that are thin/the entry and exit paths of the projectile are too short (for example glasses & doors on most tilesets), projectile weapons (non-AoE) can no longer punch through and simply gets eaten by the geometry. This does not seem to be affected by punch through strength or impact how punch through against enemies work and certain exceptions do exist (bows, bolt/quill and crossbow/ballista type weapons), though the vast majority of more "regular" projectile weapons are affected. Different weapons also seem to have different space requirements after the point of entry for them to punch through, Laetum for example feels less forgiving than Harpak. Reproduction: I used the stack of barrels/battery looking things on the floor of the artillery battery scene in captura (don't use the big crate next to them). Harpak makes it really easy to see because on non-punch through the darts are simply stuck on the side. Stand with the blue crate to your left and the batteries are presenting their sides and start shooting the top one. Going into time freeze mode will allow you to see the rounds penetrate and lose velocity, hitting the floor on the other side. Gradually move your aim towards the edge of the top battery and the rounds should start becoming stuck around what looks like the outer rim of the model (texture in-game forms a nice demarcation line). Any shots past it will not be able to penetrate and simply becomes stuck. Tested ones affected so far are: Panthera (disks simply ricochet away rather than get eaten) Harpak (projectile can be seen visibly stuck on one side) Alternox Komorex Phenmor Battacor Paracyst Laetum This is just some of the ones I had laying around and not a complete list by a long shot, but it's likely that a majority of projectile weapons that don't fall under the exception of ones listed above or AoE weapons have something like this going on. I initially came across this when testing my Zariman incarnon weapons and this appears to have been around since at least late 2022 after the AoE projectile punch through changes and is not exclusive to just incarnon weapons. Hitscan types so far seem completely unaffected too. Interesting case: Buzlok where rounds would inconsistently punch through (if a round does not leave an energy trail behind, it does not punch through) Supra Vandal (no idea about regular) that is completely unaffected Ones reported by others: Miter
  2. Issue: This is not a new bug but it affects a lot of non-AoE projectile guns for more than a year and now Mandonel's radiation trail is also blocking shots. Currently it appears that when shooting at terrain or models that are thin/the entry and exit paths of the projectile are too short (for example glasses & doors on most tilesets), projectile weapons (non-AoE) can no longer punch through and simply gets eaten by the geometry. This does not seem to be affected by punch through strength or impact how punch through against enemies work and certain exceptions do exist (bows, bolt/quill and crossbow/ballista type weapons), though the vast majority of more "regular" projectile weapons are affected. Different weapons also seem to have different space requirements after the point of entry for them to punch through, Laetum for example feels less forgiving than Harpak. Reproduction: I used the stack of barrels/battery looking things on the floor of the artillery battery scene in captura (don't use the big crate next to them). Harpak makes it really easy to see because on non-punch through the darts are simply stuck on the side. Stand with the blue crate to your left and the batteries are presenting their sides and start shooting the top one. Going into time freeze mode will allow you to see the rounds penetrate and lose velocity, hitting the floor on the other side. Gradually move your aim towards the edge of the top battery and the rounds should start becoming stuck around what looks like the outer rim of the model (texture in-game forms a nice demarcation line). Any shots past it will not be able to penetrate and simply becomes stuck. Tested ones affected so far are: Panthera (disks simply ricochet away rather than get eaten) Harpak (projectile can be seen visibly stuck on one side) Alternox Komorex Phenmor Battacor Paracyst Laetum This is just some of the ones I had laying around and not a complete list by a long shot, but it's likely that a majority of projectile weapons that don't fall under the exception of ones listed above or AoE weapons have something like this going on. I initially came across this when testing my Zariman incarnon weapons and this appears to have been around since at least late 2022 after the AoE projectile punch through changes and is not exclusive to just incarnon weapons. Hitscan types so far seem completely unaffected too. Interesting case: Buzlok where rounds would inconsistently punch through (if a round does not leave an energy trail behind, it does not punch through) Supra Vandal (no idea about regular) that is completely unaffected Ones reported by others:Miter
  3. Bumping this since it's still around even now. Seems to function somewhat when shooting at enemies but not against terrain is what I have experienced so far.
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