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fawkuima juggalo
Eternal Beings
745
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Posted - 2013.12.28 03:26:00 -
[1] - Quote
The damage that the locus grenades put out see to get weaker as the tier goes up. I actually get more kills with STD Then ADV or PRO. I KNOW there is something wrong. I have grenades blowing up right next to reds and no effect. ive even gotten away from my own without a scratch before. I also have tossed them right on top of equipment and had them do no damage at all. Please fix. And please update the weekly bugs thank you.
---OFFICIAL LOGISTICS REGISTRY BOARD/ H.O.F.----
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4231
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Posted - 2013.12.28 06:24:00 -
[2] - Quote
fawkuima juggalo wrote:The damage that the locus grenades put out see to get weaker as the tier goes up. I actually get more kills with STD Then ADV or PRO. I KNOW there is something wrong. I have grenades blowing up right next to reds and no effect. ive even gotten away from my own without a scratch before. I also have tossed them right on top of equipment and had them do no damage at all. Please fix. And please update the weekly bugs thank you.
Has a lot to do with the way the cover "occlusion" works. Used to be a really big issue with the Mass Drivers.
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Fiddler Galaine
Capital Acquisitions LLC Public Disorder.
54
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Posted - 2013.12.28 06:38:00 -
[3] - Quote
Seems to also be a related issue with remote explosives not dealing damage. |
fawkuima juggalo
Eternal Beings
750
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Posted - 2013.12.28 06:44:00 -
[4] - Quote
Aeon Amadi wrote:fawkuima juggalo wrote:The damage that the locus grenades put out see to get weaker as the tier goes up. I actually get more kills with STD Then ADV or PRO. I KNOW there is something wrong. I have grenades blowing up right next to reds and no effect. ive even gotten away from my own without a scratch before. I also have tossed them right on top of equipment and had them do no damage at all. Please fix. And please update the weekly bugs thank you.
Has a lot to do with the way the cover "occlusion" works. Used to be a really big issue with the Mass Drivers. elaborate?
---OFFICIAL LOGISTICS REGISTRY BOARD/ H.O.F.----
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Leonid Tybalt
DIOS EX. General Tso's Alliance
58
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Posted - 2013.12.28 18:23:00 -
[5] - Quote
fawkuima juggalo wrote:Aeon Amadi wrote:fawkuima juggalo wrote:The damage that the locus grenades put out see to get weaker as the tier goes up. I actually get more kills with STD Then ADV or PRO. I KNOW there is something wrong. I have grenades blowing up right next to reds and no effect. i've gotten away from my own without a scratch before. I also have tossed them right on top of equipment and had them do no damage at all. Please fix. And please update the weekly bugs thank you.
Has a lot to do with the way the cover "occlusion" works. Used to be a really big issue with the Mass Drivers. elaborate?
You know how terrain features (rocks, walls, buildings etc.) is supposed to "block" the shockwave of explosions right?
Well the thing is, the areas of terrain that are supposed to block splash damage isn't really the 3d models enviroments themselves but rather an invisible "layer" that coats all the 3d-objects that you can see in the game, usually called something like a "collision wall". Without a collision wall you'd be able to run through "solid" walls, rocks, trees etc.
The thing is, it's hard to model collision walls to match the 3d-models that you can see perfectly. It's possible BUT if game developers did then you'd experience a lot of other issues where players become "snagged" and stuck to terrain features that they run too close to. Plus it would require a lot more work for the developers, cause more bugs, require huge amounts of memory from the system the game is being played on etc.
So rather than trying to model collision walls to match the 3d terrain perfectly, game developers tend to shape collision walls in more primitive and simple shapes around 3d terrain features to minimize bugs and make the game run more smoothly. For example you might see an irregularly shaped rock that seems to have hundreds of small faces, but in reality you might only be able to "hug" like 5-6 different faces of it, because the collision wall around the rock has a more primitive geometric shape than the rock itself does.
Sadly when you have to create large maps/game areas in a game like dust, and with minimal load times during gameplay, and with lots of terrain features, it's difficult to eliminate every instance of "redundant" or badly shaped collision walls. Collision walls interacting with nearby collision walls also cause glitches, and making primitively geometric shaped collision walls interact with something smooth like a completely circular area of effect instance like the blast radius of a grenade also tend to cause problems unless it occurs on completely open ground.
This is usually fixed by making collision walls irrelevant to area of effect instances in some games, but naturally players tend not to like it because it makes it impossible to get into cover from explosions because the explosions simply "ignores" objects.
The only other way to fix it is by successfully polish the collision walls of each map through hundreds of hours of playtesting which takes a long long time until you get as close to perfection as possible.
Hopefully I haven't gotten anything wrong with my post (if so, someone with more professional experience in 3d-modelling and programming may correct me), but this is what I know about it albeit my knowledge might be a bit outdated (I was into games development a long time ago).
So now you might see that it can be very difficult to make splash/area of effect instances work perfectly everywhere at every map. :/
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Sinboto Simmons
SVER True Blood Public Disorder.
3939
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Posted - 2014.01.12 09:15:00 -
[6] - Quote
something is wrong, no doubt, I've failed to kill equipment with PRO nades multiple times now.
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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