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steel-shielder

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Posts posted by steel-shielder

  1. Hi,

    weapons behaviour around Mag magnetize has been fixed

    BUT there is still an issue with energized hitscan weapons (opticor, arca cisco, ferrox) : the shot animation go through the bubble. It isn't redirected and go through ennemies inside magnetize, not dealing direct damage to them. HOWEVER the base damage of the shot is absorbed by the ability and triggers the DOTs.

  2.  

    Yes ! Finally fixed ! thank you 🙂 We can now use whatever weapon we like with Mag !

    Well a new issue appeared : energized hiscan weapons (ferrox, opticor, arca cisco) can't hit targets inside magnetize but that's a new issue as until it hits the bubble it behaves normally.

  3. Agreed, being able to cancel tail wind animation and inertie with a roll OR a diving tail wind would be so nice. Gracious should be how you could describe Zephyr moving pattern instead of perforating rocket (legend says, tail windings zephyr is still trying to pierce walls like her far cousins, cartoon moskitoes)

     

     

    About the hovering, the wiki says : "Hover height is affected by ability duration, while hover duration is not."  and " Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging. " 

    In the plains you will always fully charge the ability, you want as max hovering duration as possible and height doesn't really matter as long as it is enough.

    But on normals tilesets, you still want the hovering duration to be as long as possible (10s being the maximum) so you would like to fully charge the ability, but you will always end up in the ceiling, making the camera moving back from you, making your frame hovering between your point of view and where you would like to aim at.

    thats why either as OP said, make it so we can move a bit while hovering ->end of birds in walls and a fluid gameplay allowing to have a better aim.

                             Or have a fixed duration of 10s no matter how long you charge up that would allow us to adjust the height and making this timing a choice instead of just just pushing the player to always fully charge the ability.

  4. il y a une heure, NezuHimeSama a dit :

    I've reproduced an issue with hitscan weapons not hitting enemies and going right through them into magnetize before, it seems like a similar issue here.

    Indeed, in my exemples, the targets were outside magnetize to highligh the issue, but it is exactly the same with ennemies inside : you want to trick shot them but the shot will always go straight, with hitscan weapons anyways.

  5. well i guess i didnt explain it clearly enough :(

     

    the buble is intented to redirect shots that hit its surface. But with flux weapons, spears and others (but not things like supra or torid), the shots are redirected not from the surface of the buble when the shot touches it, but from the tip of your weapon, even if you are 40m away from the buble.

    That makes it impossible to shoot at ennemies between you and the buble as you cant aim at them : all shots go straight for the center of the buble : and if the ennemi who also is outside the buble isn't in line with your weapon and the buble center, you can't touch them !

     

    my computer is too crappy to record it so i tried to show it with screenshots from the simulacrum.

    Here is a top view of the shots trajectory : from a flux, spear or hitscan weapon hold by mag whose aim reticule is toward one of her magnetize buble :

    LMYUbIS.png

     

     

     

  6. glad to see someone sharing tests results :)

    On my experience you can get away with a 50-60% range if you are constantly on the move in an open tileset such as PoE, but if you are static or in confined environments, then range matters a lot.

    i tested multiple ranges some time ago (post rework) in the simulacrum against bombards and this is what i recall.

    Standing in front of multiples bombards between 10-25m away, the aim was to test what was the threshold to survive this kind of ennemies in normal gameplay.

    •           50-60% range : instant death
    •           100% range : some rockets are deviated enough to avoid the splash damage but you die soon enough, accelerated if close to wall that increase the probability to get a close explosion (without, only the rockets deviated at your feet would kill you and with one close wall it makes half the deviated projectiles getting you killed)
    •           145% range: you are fine, if a rocket explodes the radius is too small in comparison to the shield; the issue is when moving forward toward a bombard and rockets, you go over the rocket while it is being redirected and are inside the AoE.

    Anyway even with enough range, there still ways to get hurt : melee, buggy hitscan shots, cat lady and her hot breath or mortar weapons.

     

  7. 1 hour ago, ShadowFangX said:

    this isn't new, this has been around as long as i can remember, just most visible with beam weapons

    Well i already did a S#&$ty post about it in june

    before that i didn't play much for some months so i can't be accurate on when did this bug appeared but it sure wasn't existing in 2016.

  8. Hi,

    I would like to bring attention to a bug that has been running for months as it limits a lot the way you can play around mag magnetize bubbles whereas it is the main ability.

    This bug makes your shots while aiming at a bubble from the outside go in a straigh line to the center of the ability instead of going to where you are aiming at, hit the buble and then be directed to the center.

    That means that :

    • You can't hit ennemies between you and a buble unless they are lined up with the center of the magnetieze buble behind and you.
    • You can't "trick shot" ennemies within the buble, you can only hope that they stack in the center as you can't hit the sides of the buble only the closest part of the buble.

    Here are screenshots :

    an atomos, as you can clearly see where i'm aiming at and what the trajectory of the fire is

    1508245331-what-you-cant-do-with-mag.png

    Here you can see the impact damage of the magnetized ennemy whereas i just shot from the outside on an ennemy outside with a vectis (the recoil made the aiming point above the head as i was screening for the damage proof)

    1508245374-what-you-cant-do-with-mag-vec

    More weapons

    1508245400-what-you-cant-do-with-mag-fer

    1508245406-what-ma-cant-do-lazer-game.pn

    1508245534-what-mag-cant-do-cowgirl.png

    To get a better idea of the issue : an aerial view of this situation:

    LMYUbIS.png

    So magnetize is the central ability of Mag and yet we can't play around as it should be, and it caused me death in a lot of situations. Can Mag have a fix here please DE?

    Thanks for reading

          

  9. with the augment of crush, you can strip armor with enough power strengh (160 brings you to the cap of the augment : 80% armor strip for x seconds; yeah the wiki isnt up to date) if your 3 finish the job, the armor removal is permanent. With 160 ps, you need to cast 2 crush and one polarize to strip the armor of lvl 140 heavy gunners, so indeed the cast animation is an issue and a natural talent is mandatory. By the way with the 4 augmented, ennemies cant resist the magnetize attraction and improve its effectiveness.

    that being said : mag can scale into armor striping, we see several issues : cast time animation and the cost in energy which is tremendous as she only has 150 energy at lvl30.

    The other issue is : the lack of real synergies between the abilities (with magnetize being the core) : pull isn't reliable to move ennemies in a way we would know were they drop. Impossible to bring ennemies into the magnetize buble : they dont stop into it, either just fall to their feet or go far behind mag.

    polarize should help stacking damage thanks to the shards within magnetize but they deal no damage and bring no utility at all.

    so the only real synergie is brought thanks to a syndicate mod... whereas Mag kit should have some on its own ! something is lacking indeed, more than the energy pool or the animations. Maybe try to bring synergy between the shards and her 4? or something that gives her srvivability ?

     

  10. And i would like to add again a report of this bug, kavat dying without timer, and no need to use the operator mod once for it to die.

    as we can see it there, the kavat is dead and is standing still with idle animations playing; no ennemy did hit it before he became like this.

    ["i"]_kavat_bug.png_["/i"]

    Another proof of this bug: this short video where the kavat dies at 0.18.

    https://www.youtube.com/watch?v=jMwTcuPwoE8

    i find kavats already having issues surviving (the ia has difficulties following the player sometimes and stay stuck behind, or it wants to keep mele invulnerable units like guardians and do nothing but waiting for its death, incoming eximus units going to be fun regarding this) but added to this, it isn't fun to play along the cats even tho they are beauties :(

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