r110platinum Posted June 26, 2014 Share Posted June 26, 2014 I noticed that radial damage goes through walls and floors. It's kind of annoying since I can't take cover from bombards or napalms by standing behind a wall. It's been like this for as long as I can remember. It works on our weapons too. If you shoot the ogris at the underside of a platform with enemies standing on it, they'll still take damage. Link to comment Share on other sites More sharing options...
Nkomo-Sama Posted June 26, 2014 Share Posted June 26, 2014 (edited) Listen. This will also HELP you in certain circumstances that YOU (I) need to blow things up behind a wall. Consider this a rule of the game and when you are in combat or searching for things (loot?) remember this rule. Walls block bullets. Good luck! Edited June 26, 2014 by Nkomo-Sama Link to comment Share on other sites More sharing options...
r110platinum Posted June 27, 2014 Author Share Posted June 27, 2014 I thought about it like that, since my rocket explosions being able to go through walls is kind of nice, but then again, I can't imagine something as un-intuitive as a 12 inch thick wall of steel isn't safe (for me or enemies for that matter) to hide from an explosion. I'm not stupid for thinking that am I? When I jump, I fall back down. When I run out of ammo, I need to reload. When I duck behind a wall to hide from a rocket....I get blown up anways. It's just lazy game development in my opinion, I don't think this is a game mechanic (at least I hope to god it's not). Since there's no cover system already (and I understand the merits of that for this kind of game), me using softcover to try and find a safe place instead of zipping around the map back and forth (especially with someone with as weak of shields as Vauban) is kind of necessary. But along comes a Napalm or Bombardier, and all of that goes to crap. Don't get me wrong, I love this game. There's just levels of polish to the main mechanics that I would like to see fixed up. Having something like this just makes the game feel kind of "cheap", if I'm using the right word. Link to comment Share on other sites More sharing options...
LABAL Posted November 2, 2014 Share Posted November 2, 2014 I am terribly sorry for having to desecrate this topic, but it becomes a huge issue for the new Raptor arena and the Limbo's rift walk. Link to comment Share on other sites More sharing options...
Paradoxbomb Posted November 2, 2014 Share Posted November 2, 2014 I think a good compromise for this issue would be limiting the amount of punch-through explosives have. A flimsy rail not protecting you from a rocket is understandable, but getting set on fire and heavily damaged by a Napalm grenade on the other side of a 5m thick chunk of wall or cover is a bit ridiculous. Link to comment Share on other sites More sharing options...
RobWasHere Posted November 2, 2014 Share Posted November 2, 2014 I feel that Opticor aoe is experiment for implementing volumetric explosions since it doesnt damage things behind a wall. Link to comment Share on other sites More sharing options...
MechaTails Posted November 2, 2014 Share Posted November 2, 2014 I can't imagine something as un-intuitive as a 12 inch thick wall of steel isn't safe (for me or enemies for that matter) to hide from an explosion. I'm not stupid for thinking that am I? The walls aren't made of steel, they're actually very hard paper mache lol Link to comment Share on other sites More sharing options...
DSpite Posted November 3, 2014 Share Posted November 3, 2014 I think the formulas needed to calculate intersection points of spherical explosion volumes are not high on a list of things to fix. I'd like to point out that in COD4, I could place a grenade next to me on a step 5 pixels lower then what I was on, and I would take no damage, even though I was 5 inches away, and 99.9% of my body was visible to the grenade. All game engines have idiosyncrasies based on how they calculate things. What we have is functional enough for use. Link to comment Share on other sites More sharing options...
Epicagemo Posted November 3, 2014 Share Posted November 3, 2014 I think they fixed a lot of the explosives going through walls, namely thunderbolt... :'( RIP Thunderbolt Attica. Or it might be the fall out damage that was fixed. Erp. Hmm... and radial blind was changed to not have it's "radial"-ness to it. It's more like "Blind" now. Just something I'd thought I'd point out for future arguments. Link to comment Share on other sites More sharing options...
fatpig84 Posted November 3, 2014 Share Posted November 3, 2014 (edited) If you fix that, you cannot play Archwing missions. Enemies spawn in asteroids, dozens of meters thick and the only sure fire way is to bombard the offending rock with volleys of missiles. Honestly until DE fixes the spawning issues, do not touch explosions. Edited November 3, 2014 by fatpig84 Link to comment Share on other sites More sharing options...
Phoenix86 Posted November 3, 2014 Share Posted November 3, 2014 Well both us and enemies have this "feature"... removing it from them would surely removing it from us too... deal with it or the karma will make this change much much worse for us. (ie. see the Radial Blind nerf fix) Link to comment Share on other sites More sharing options...
LABAL Posted November 10, 2014 Share Posted November 10, 2014 Alternative solution: make enemy missile spam somehow avoidable. Currently they are unblockable and have a huge area of effect. Shooting projectiles out of the air is not very effective since they just keep coming and you need to reload. Link to comment Share on other sites More sharing options...
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