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Grezkev
The Red Guards
103
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Posted - 2013.03.02 00:37:00 -
[1] - Quote
I use a MD primarily and there is something that has bothered me heavily for the past few weeks.....and that is the failure of CCP to code properly a slash matrix where the damage is proportional to height as well as distance. Here's what I mean:
Basically the MD works on a horizontal damage frame, if you hit the player it's a clear hit, if you hit near the player on the ground it's splash damage. BUT....if the player happens to be at an elevation higher or lower than the hit point, there is literally zero damage done. Half Life 1 had this issue, where if you threw a grenade at an NPC...but the NPC happened to be on a stairway, or on some sort of canister that raised their "feet" to a different level....the grenade (explosive) did literally no damage. It's pretty much the exact same way in Dust 514.
Now don't get me wrong, I love the MD....and those who played against me in MAG remember how much I loved the noob tube. But even MAG, for all its coding failures, still was able to properly code a noob tube into gameplay. If I fire a shot at someone, and it lands near them...it should do an upward damage of AT LEAST 1 character height, and downward of AT LEAST 1 half a character's height.
Basically a shell should do damage downward, sideways, and upward...not just sideways horizontal to the specific horizontal coordinate that the shell landed on. In other words, the damage should be a reflective arc.
Am I wrong? Or does anyone else see the logic in this? |
Grezkev
The Red Guards
103
|
Posted - 2013.03.02 00:43:00 -
[2] - Quote
Veritas Vitae wrote:Is this why fighting on uneven ground randomly has my MD dealing no damage to someone I just planted a shot inches from their feet? It is damn annoying to be sure.
Yup, this is 100% *exactly* why.
I remember back in 1999 people flooded Steam with thousands of complaints about the damage arc of granade blasts. It was changed in the "Game of the Year" edition of the game (Half Life 1) |
Grezkev
The Red Guards
104
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Posted - 2013.03.02 01:01:00 -
[3] - Quote
Tiel Syysch wrote:I've brought this up a few times. It's not the mass driver, it's all explosions.
Explosions act like cylinders, not spheres, projecting out of the plane the radius creates, rather than projecting outward in all directions from the focal point. If the horizontal plane is impaired, the explosion doesn't extend beyond that point, even if there's a clear direct line from the center of the explosion to that (usually elevated) position.
Well I'm glad I'm not the only one then. If it's all explosions, the MD is expressive of it the most, carrying the most splash damage modifier. |
Grezkev
The Red Guards
106
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Posted - 2013.03.02 02:24:00 -
[4] - Quote
Knight SoIaire wrote:I noticed this, awfully annoying, means I have to try hit someone above me directly to do damage.
+1
Exactly...drives me fuggin insane. |
Grezkev
The Red Guards
107
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Posted - 2013.03.02 02:37:00 -
[5] - Quote
Chances Ghost wrote:Dear CCP please code AOE damage as a sphere instead of a 2D surface map
One thing i cant help but wonder is weather the flux granades suffer the same problem or weather they are coded spherical like everything should be
Does anyone have any insight into the coding of flux granades?
According to Seraphim's representative, it is all explosives.
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Grezkev
The Red Guards
108
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Posted - 2013.03.02 02:52:00 -
[6] - Quote
Honestly all CCP would have to do is get the source from Steam. Or they can just do some test and failure to see what works. But from what I can tell, the current damage sphere is completely inaccurate. |
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