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Posted - 2014.04.07 13:23:00 -
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Seeking clarification and/or further investigation into the topic of Physical Impulse, as it relates to the living.
Aliases: "Stun Lock", "Slowed Sprint", "Sprint Bug", "Being Rooted", "Sloth Effect", "Snare Effect", "Slowdown Effect"
Symptoms: A merc's speed (rotation, sprint, movement) is often reduced by large percentage when he/she is targeted by a high RoF weapon.
By Contrast: "Ragdoll" (a.k.a. "Corpse Acrobatics") describes an altogether unrelated experience from "Stun Lock". "Sticky Terrain" (a.k.a. "Getting Hung Up") occurs consistently in known, specific locations; "Stun Lock", by comparison, can happen anywhere at anytime.
Presentation: If a merc is sprinting when "Stun Lock" is applied, his sprinting animation persists but his/her landspeed is greatly reduced. If a merc is rotating when "Stun Lock" is applied, his/her rotation speed is substantially reduced. If a merc is traveling near an environmental object (i.e. wall, railing, ledge) when "Stun Lock" is applied, he/she will tend to collide with that environmental object. If a merc is leaping when "Stun Lock" is applied, his/her forward momentum will be reduced whist airborne.
Origin: "Stun Lock's" specific origin is unclear, though its frequency of occurrence spiked last year on release of Uprising 1.7; hence primary suspect, Patch Note: "Physical Impact", be it related or not.
Frequency: The affect is regularly observed, though not consistently. Odds of replication can be heavily influenced.
Replication: The HMG induces this affect at greatest frequency, the burst-fire Combat Rifle at second greatest frequency. Biotic Scouts are at highest risk of impact. Wearing Armor Plates decreases odds of replication. Stacking KinCats increases odds of replication.
Work Around: More often than not, "Stun Lock" results in clone termination which has left us limited opportunity for experimentation. We do know that if "Stun Locked" while sprinting, one might abort Sprint Attempt 1, wait briefly, then initiate Sprint Attempt 2. The obvious catch being that "Stun Lock" is often reapplied Sprint Attempt 2, and 3, and so on.
Follow Up: Please visit the References below or swing by the Barbershop. We are eager to assist in any way possible.
References: 2013.09.11 17:31 - STUN LOCKING 2013.12.28 10:42 - Being "Rooted" AKA "Physical impulse"? 2014.03.29 16:29 - Slowdown effect is bullshitt!! 2014.03.31 03:57 - CCP: Hit-Detection, Stun-Locking and Speed Tanking 2014.04.06 06:39 - [https://forums.dust514.com/default.aspx?g=posts&t=154027]Seriously, sprint bug has got to go[/url]
Haerr wrote:Iron Wolf Saber wrote:Physical Impulse only affects dead people. SOURCEI was wrong about it being called 'Physical Impulse', according to IWS it only effects dead people. He goes on to say: Iron Wolf Saber wrote:I only crawl when I spawn the wrong way.
I get zapped all the time and notice no movement or aim throw off, what you're experincing is likely a bug, please report it. SOURCEIs being rooted just the one of the Sprint Bugs / Terrain Glitches acting up? If it is it has been getting a lot worse. Not sure what to make of it, I am quite sure that I have been rooted while I was sprintingGǪ
Thank you. o7
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Posted - 2014.04.07 18:07:00 -
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Damages!
Do you see now!? Look at what you've done! It was only a matter of time.
:: Le Sigh ::
Source: https://forums.dust514.com/default.aspx?g=posts&t=154279&find=unread
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Posted - 2014.04.20 17:22:00 -
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Iron Wolf Saber wrote:No lab environments yet?
Well the few clues posted so far will be useful. @ IWS Tell us what you'd like to see, and we'll perform the experiment. The bug is easy enough to replicate, but it is more felt than seen, so I'm not sure how clearly it'd present via screen capture. I was kinda hoping QA would "feel" it for themselves, but we're glad to help in any way we can.
@ Brothers Any ideas on how we might "prove" or demonstrate this one?
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Posted - 2014.04.20 19:41:00 -
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Legoose MARKII wrote:One Eyed King wrote:Its not hard to replicate, it happens every time you get shot.
Usually I die too fast while it happens, with only having about 220 ehp.
The time I noticed it the longest was while a heavy was hitting me with an HMG at a distance, and I was trying to round a corner to get away. I lasted longer because not all his shots hit me, but every step or two one would, and it was like I hit a wall.
Maybe it would be easiest to replicate with a low dps weapon, a heavy or sentinal, and some kincats for speed? That way the tester would live long enough to show the reduced speed, and the original speed would be high enough to notice a reduction.
Just my .02 isk. If you want to do it with a quickish suit with a large HP pool maybe try a dual kincat minmando? Or hybrid tank a gal scout with armor and kincats. This would give you enough HP and decent speed to really see a difference in run times if tested like IWS suggested.
Runner: * CalScout, 4 Shield Extenders, 2 KinCats * Runs in a straight line from Point A to Point B.
Shooter (filming): * Heavy + Basic / Militia HMG * Aims at midpoint (A, B) , sustains fire
Runner will be visibly slowed while passing through Shooter's bullet stream. Runner should live long enough for Shooter to capture his slowdown. If killed too quickly, Shooter should move backward until such time that he no longer insta-gibs Runner.
Alternatively, Shooter (filming) could use a Laser Rifle. It seems to "stun lock" as reliably as the HMG.
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449
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Posted - 2014.04.21 12:57:00 -
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Vrain Matari wrote:Does anybody have an archive of patch notes goin back to beta? Because as far as stunlocking goes, the answer is in there. Why the hell ar we feild testing for a known feature?
P.S. Lingo/Nomencalture:
'Physical Impulse' = ragdoll after clone is incapacitated.
'Slowdown/Stunlocking' = reduction of sprint/rotation speed due to being hit by incoming fire.
'Sprint Bug' = Inability to sprint immediately after animations/weapon swaps(i'm not 100% on the exact trigger for this). We're on the same page nomenclature-wise. Thanks though.
We're presently interested in Stun Lock because:
1) It is a royal pain-in-the-arse and we'd like to see it fixed. 2) It appears to be happening more frequently than before. 3) IWS says the issue is likely not intended behavior. 4) CCP has yet to weigh in on the matter.
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449
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Posted - 2014.04.21 13:00:00 -
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Another related thread:
Nothing is more OP than the HMG slowing you down Author: Cat Merc Posted: 2014.04.21 10:45
Quote:[HMG Heavies] you have to run when they see you and get too close, but you can't run, no, you slow down to crawl speed as you try to escape
Quote:Running away from the HMG is like in those horror films when you see a girl slowly crawling away and suddenly being pulled back to her death.
Quote:As an HMG user I can agree that the quicksand is very bad news for medium suits, probably to the point of being over done.
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449
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Posted - 2014.04.21 13:06:00 -
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Sounds good! 1-3 CST. I'll post up in the Barbershop to see if we can get more hands on this.
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449
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Posted - 2014.04.21 13:07:00 -
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Oops.
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493
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Posted - 2014.04.22 15:12:00 -
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IgniteableAura wrote:Not very promising. More testing required
First Experiment
I ran two setups ... GK.0, Cmp KinCats (4), Cmp Shields (2) CK.0, Cmp KinCats (2), Cmp Shields (4)
Iggy ran a Basic HMG. Dubstep ran a Boundless HMG. Iggy and Dubstep positioned themselves roughly 30 meters apart, facing one another.
I sprinted through the point between them, crossing their bullet streams. Never once was I ensnared. D*mnit.
So I rather than running perpendicular through the bullet stream, I ran fly-by and slant patterns. Still, not once was I ensnared.
Tested vs Shield. Test vs Armor. Switched suits to the slower Caldari. No dice. No matter what we tried. No Stun Lock.
So lastly, I ran straight at them and leaped, as if to land a charged NK attack. They would fire, I would die, but never once was I Stun Locked.
Second Experiment
Magnus joined the experiment as our second "Runner", wearing a fit with 3 Complex Kincats. I ran the same fits as before. Iggy swapped HMG for Laser Rifle and Combat Rifle. Dubstep downgraded his Boundless to Basic HMG.
No matter what we tried, we couldn't get Stun Lock to kick in, though we did discover that the Combat Rifle consistently induced a slight Slow Down. Most Scouts have experienced the "Running in Glue" effect coined Stun Lock; this is the effect we were try to reproduce. The Burst Combat Rifle absolutely and consistently made sprint choppy -- as if the system hesitated while registering the bullet strikes -- but at no point did our HMG, Laser or Combat Rifles reproduce the "Running in Glue" effect.
Conclusions
Hypothesis:
Stun Lock is "built in" to the HMG. REJECTED
Observations: * Stun Lock cannot be reproduced on demand. * Burst CR adds choppiness to a target's stride but doesn't ensnare the target (like Stun Lock). * The HMG and Laser Rifle can do the same, though less reliably.
Alternative Hypothesis: * Stun Lock is likely not an intentional mechanic (otherwise it'd be easy to reproduce). * Stun Lock may be related to lag / latency or require lots of activity in a given area. * Stun Lock may be more likely to occur in enclosed areas than out in the open.
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510
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Posted - 2014.04.22 19:32:00 -
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We ran the tests last night on Oceania at around 7PM CST. Amarr / Minmatar Faction Warfare.
Strangely, there were full teams on both sides.
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513
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Posted - 2014.04.22 20:31:00 -
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mollerz wrote:Did you guys test it on a minja suit?
7PM CST is around the busiest time.... hmm. Oh well. Just another problem CCP won't be able to figure out.
Negative. Only tested Caldari and Gallente. Good news is that it doesn't appear to be intentional.
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