Jump to content
Dante Unbound: Known Issues ×
Dante Unbound: Share Bug Reports and Feedback Here! ×

Sentinels Use Wrong Targeting Prediction - Weapon Issues


SnowDrakE
 Share

Recommended Posts

Something I have noticed especially if you use relatively accurate projectile sentinel weapons (Stinger, Burst Laser) is that they have situations where they completely miss their target consistently.

 

To reproduce, let us assume you use the Stinger on the Djinn and equip a freeze damage mod.

 

Djinn will fire at a target that is moving and will correctly adjust its aim to fire ahead of the target. Now Djinn hits and applies the slowing effect. Djinn will continue to fire ahead of the target, but it will fire as if the target was not slowed at all. This will cause ALL shots to miss, depending on the movement and the distance, as Djinn may sometimes fire several meters ahead.

 

Secondly, some enemies will not be hit by the Burst Laser at all - most importantly Moas or anything that is smaller than an average humanoid enemy. The Burst Pistol is without a doubt the most pinpoint accurate sentinel weapon and it seems to target the head/neck. Now, if the sentinel fires at something smaller, the shots will consistently pass above the enemy and not hit at all.

 

Most of the sentinelweapons have a certain amount of inaccuracy which actually helps hitting in these situations. If the spread is high enough, some shots will eventually hit, but this is far from optimal.

 

-

 

Last but not least, not a bug but a suggestion... the Burst Laser and the Laser Rifle are *massively* underpowered compared to the Stinger, Sweeper and Deth Machinegun. Either the basedamage should get a tiny boost, or something else would be very very welcome... adding critchance for example. The Laser Rifle does halfway decent damage, but the horribly long firepause basically breaks the weapon. If the pause could be shortened via mods, that would go a long way to making it more useable than it currently is.

Link to comment
Share on other sites

I have noticed another regular occurrence of wrong firing prediction, related to the too high aiming.

 

If you equip any weapon on the Wyrm, Wyrm triggers his Crowd Dispersion -> target ragdolls and falls to the ground. Wyrm will continue to fire in the air above the downed target, missing all shots until the target stands back up.

 

This behaviour is seen on all sentinels, but on Wyrm it is easy to notice due to the built-in knockdown skill.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...