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![Shotty GoBang Shotty GoBang](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Shotty GoBang
Pro Hic Immortalis
1210
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.09.20 13:56:00 -
[1] - Quote
Background (with video): https://forums.dust514.com/default.aspx?g=posts&m=1318436
Synopsis: First shotgun blast behaves normally. Second shotgun blast appears to follow trajectory of first. Phenomena is easily observed by hipfiring, pivoting 45 degrees right, hipfiring.
Status: CCP_Logibro indicated that the observed issue is a VFX bug (graphical in nature). This indication suggests that damage calculations should remain unaffected.
Support Request Basis (1): First shotgun blast deals appropriate damage to a given target. If target hasn't moved beyond initial blast trajectory, second blast deals appropriate damage. If target bunny hops or strafes laterally, second blast deals disproportionately small damage. If target continues lateral strafing, he often cannot be hit at appropriate damage (if firing on target).
Support Request Basis (2): To test VFX-only nature of bug, replicated test with a friendly. He and I both observed shield flare when I fired first shot (on target). He and I both observed shield flare when I fired second shot (45 degrees off target).
Support Request Basis (3): Numerous, more experienced shotgunners are complaining of the same issue.
Thank You,
Shotty GoBang 19M Scout Shotgunner SG Operation V, Proficiency III
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![Cass Caul Cass Caul](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Cass Caul
Namtar Elite Gallente Federation
120
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.09.21 13:40:00 -
[2] - Quote
re-confirming this. It seems that strafing is the cause. maybe an unforeseen cause of with AIM Assist overcompensating. Also happening with SMG and people "dancing" where one cycles through a,s,d,w or jiggles the left analogue stick in a cemi circular pattern. Also still problems hitting a person standing still, from less than 5m away while aim assist is turned off. |
![Aeon Amadi Aeon Amadi](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3055
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Posted - 2013.09.21 13:51:00 -
[3] - Quote
Shotty GoBang wrote:Background (with video): https://forums.dust514.com/default.aspx?g=posts&m=1318436Status- CCP_Logibro indicated that the observed issue is a VFX bug (graphical in nature).
- This indication suggests that damage calculations should remain unaffected.
Synopsis- First shotgun blast behaves normally.
- Second shotgun blast appears to follow trajectory of first.
- Phenomena is easily observed by hipfiring, pivoting 45 degrees right, hipfiring.
Support Request Basis (1)- First shotgun blast deals appropriate damage to a given target.
- If target hasn't moved beyond initial blast trajectory, second blast deals appropriate damage.
- If target bunny hops or strafes laterally, second blast deals disproportionately small damage.
- If target continues lateral strafing, he often cannot be hit at appropriate damage (if firing on target).
Support Request Basis (2)- To test VFX-only nature of bug, replicated original experiment with a friendly.
- He and I both observed shield flare when I fired first shot (on target).
- He and I both observed shield flare when I fired second shot (45 degrees off target).
Addendum- Numerous, more experienced shotgunners than I are reporting similar concern.
- Hopping and Strafing have been effective SG countermeasures long prior to 1.4.
Thank You, Shotty GoBang (DS3, AA:On) 19M Scout Shotgunner SG Operation V, Proficiency III
Whenever I can get in game - actually, let me divulge in explaining this real quick. Last night a lot of us ANONYMOUS guys got hit by the same bug and as such haven't been able to successfully log on, and when we do it's usually like purgatory with windows being unable to load and nothing working correctly. We apparently lost a PC match last night because a lot of us weren't able to get on, I dunno, I haven't been able to get on to verify yet.
BUT whenever I do get in game I am going to test this more extensively and see if it has anything to do with hit box latency and the like. Might be a combination of both VFX and hit box lag leading us to believe that the shotgun is tragically broken at the moment.
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![CommanderBolt CommanderBolt](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CommanderBolt
A.N.O.N.Y.M.O.U.S.
304
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Posted - 2013.09.21 14:37:00 -
[4] - Quote
Shotty GoBang wrote:Background (with video): https://forums.dust514.com/default.aspx?g=posts&m=1318436Status- CCP_Logibro indicated that the observed issue is a VFX bug (graphical in nature).
- This indication suggests that damage calculations should remain unaffected.
Synopsis- First shotgun blast behaves normally.
- Second shotgun blast appears to follow trajectory of first.
- Phenomena is easily observed by hipfiring, pivoting 45 degrees right, hipfiring.
Support Request Basis (1)- First shotgun blast deals appropriate damage to a given target.
- If target hasn't moved beyond initial blast trajectory, second blast deals appropriate damage.
- If target bunny hops or strafes laterally, second blast deals disproportionately small damage.
- If target continues lateral strafing, he often cannot be hit at appropriate damage (if firing on target).
Support Request Basis (2)- To test VFX-only nature of bug, replicated original experiment with a friendly.
- He and I both observed shield flare when I fired first shot (on target).
- He and I both observed shield flare when I fired second shot (45 degrees off target).
Addendum- Numerous, more experienced shotgunners than I are reporting similar concern.
- Hopping and Strafing have been effective SG countermeasures long prior to 1.4.
Thank You, Shotty GoBang (DS3, AA:On) 19M Scout Shotgunner SG Operation V, Proficiency III
Shotty , you are a life saver for us scouts but I feel we waste our time.
The shotgun is a very hard weapon to use at the minute. If the enemy doesn't see you and he is not moving much, then yes you will probably OHK him. If the enemy even starts to move then forget trying to get the shotgun to hit its totally random if I do hit or not lol. |
![Shotty GoBang Shotty GoBang](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Shotty GoBang
Pro Hic Immortalis
1225
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.09.21 17:03:00 -
[5] - Quote
Aeon Amadi wrote:Might be a combination of both VFX and hit box lag leading us to believe that the shotgun is tragically broken at the moment.
Hey Aeon!
Can't jump straight to tragically broken. It hits consistently on the first shot, but we're having a tough time "finishing" with it. It's difficult to nail down exactly what we're observing, as the behavior isn't consistently inconsistent :p.
I suspect a link among time-lapse-between-blasts, target movement and hit registration. Morathi observed that if one waits between first and followup shots, the followup shot tends to hit more often. Not sure what's going on ...
Thanks for looking into this. o7
- Shotty GoBang |
![Aeon Amadi Aeon Amadi](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3058
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.09.21 17:25:00 -
[6] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:Might be a combination of both VFX and hit box lag leading us to believe that the shotgun is tragically broken at the moment.
Hey Aeon! Can't jump straight to tragically broken. It hits consistently on the first shot, but we're having a tough time "finishing" with it. It's difficult to nail down exactly what we're observing, as the behavior isn't consistently inconsistent :p. I suspect a link among time-lapse-between-blasts, target movement and hit registration. Morathi observed that if one waits between first and followup shots, the followup shot tends to hit more often. Not sure what's going on ... Thanks for looking into this. o7 - Shotty GoBang
Consistently inconsistent suggests chaos theory, which is the absolute worst thing that can happen in game development because your numbers tend to wind up looking something like this
There's a pattern, whether we can visibly see it or not - it's just putting your thumb down on it.
3rd Place Winner of the Eight Thousand Suns Dust 514 -:- Aeon Amadi ///// Eve Online -:- Nomistrav
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