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 Build 27 headshots insta-kill? 
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Joined: Tue Jun 22, 2010 7:42 pm
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Post Build 27 headshots insta-kill?
So, I've been playing around with Build 27 some more, and decided to do some testing in it after I noticed an odd occurence: My heavy actors would do fine weathering small arms fire and then all of a sudden, they'd get instantly killed by something and explode.

I went into the tutorial and compared some actors getting shot in the body vs. the head, and the results are pretty interesting.

Vanilla CC actors take the expected amount of damage from several dummies and a dreadnought, but they still would occasionally drop dead from a well placed small arms shot.

Space Marine Terminators were able to take the small arms fire without significant damage, but would suddenly explode when a headshot was landed. From the back, no instant kills were seen and he just sat there with his regeneration while he was shot at.

Trying to make sure I wasn't going crazy, I pulled out a DS Tech robot and made it face forward and backward at the fire.

With its back at them, it was completely immune to all damage from the small arms fire, but when I turned it around and its head was in view, a few seconds of dreadnought fire and a headshot brought it down.

Is this intentional or just a bug? If the former, then that's a fairly interesting design decision, and I can definitely see crabs getting more use in the metagame because of it. If the latter, then its pretty hilarious and will be fun while it lasts.


Sun Jun 03, 2012 11:47 pm
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Joined: Sat Apr 10, 2010 8:20 pm
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Post Re: Build 27 headshots insta-kill?
A full feature list for the update is pending, so we'll find out for sure then, but in the meantime, since its specific, logical, and repeatable, I'd guess that it's a feature rather than a bug.


Sun Jun 03, 2012 11:56 pm
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Post Re: Build 27 headshots insta-kill?
Sounds like a possible case of unintentional mod incompatibility... although I wasnt really able to replicate this myself with vanilla actors.

Do helmets prevent it? if no then bug, if yes then once again its inderterminate.


Mon Jun 04, 2012 4:51 am
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Data Realms Elite
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Post Re: Build 27 headshots insta-kill?
Maybe it's just me, but headshots look pretty much the same as before. They don't seem to kill people on one hit, unless I use mass based weapon or a shotgun to the head as always, but everything seems fine.


Mon Jun 04, 2012 5:02 am
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Post Re: Build 27 headshots insta-kill?
Asklar wrote:
Maybe it's just me, but headshots look pretty much the same as before. They don't seem to kill people on one hit, unless I use mass based weapon or a shotgun to the head as always, but everything seems fine.



It's happening with every vanilla actor I try, from coalition lights to browncoat heavy, with the latter doing very well until he randomly explodes.

EDIT: Helmets do prevent it, I just did some more testing and for things like the DStech robot they only get 1 shot by a dreadnought bullet after the helmet has been shot off, same goes for browncoat heavies.

Looks like its intentional.


Mon Jun 04, 2012 11:34 pm
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Joined: Tue Jun 12, 2012 2:38 pm
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Post Re: Build 27 headshots insta-kill?
I have noticed that browncat soldiers can fight without a head?


Tue Jun 12, 2012 2:55 pm
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Post Re: Build 27 headshots insta-kill?
This is not a bug I've encountered with vanilla actors in B27. Wound behaviour all seems to be the same as it was in previous builds, though the collision detection for multiple particle rounds seems to have improved. I have an own-mod sniper rifle that fires a half-dozen weak particles as each round (it's supposed to be quite powerful, like .338 Lapua or something). When all six hits registered, it was suitably deadly and often removed limbs or did 70% damage with a bodyshot. Headshots usually resulted in traumatic decapitation.

However quite often it would glitch - one particle would collide with the actor and inflict a minor wound, while the other five would pass right through without registering. It might be my imagination but I think it's working more reliably now.


Wed Jun 13, 2012 12:36 am
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Joined: Sun Jun 17, 2012 9:29 pm
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Post Re: Build 27 headshots insta-kill?
Entropy wrote:
This is not a bug I've encountered with vanilla actors in B27. Wound behaviour all seems to be the same as it was in previous builds, though the collision detection for multiple particle rounds seems to have improved. I have an own-mod sniper rifle that fires a half-dozen weak particles as each round (it's supposed to be quite powerful, like .338 Lapua or something). When all six hits registered, it was suitably deadly and often removed limbs or did 70% damage with a bodyshot. Headshots usually resulted in traumatic decapitation.

However quite often it would glitch - one particle would collide with the actor and inflict a minor wound, while the other five would pass right through without registering. It might be my imagination but I think it's working more reliably now.

Just today, when I was firing a rifle, it went right through the target, a weak all-purpose robot. I think I heard the metal clashing. Oh, and by right through, I mean it went through and possibly did some damage to the metal. The shot was going toward the neck of the bot, so I think it somehow ricocheted between the head and the torso. Hah, weird.


Sun Jun 17, 2012 10:20 pm
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Post Re: Build 27 headshots insta-kill?
maybe they reached the maximum gibwoundlimit?


Fri Jul 06, 2012 3:26 am
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Post Re: Build 27 headshots insta-kill?
I have delayed deaths from my actors. Example: a grenade is thrown upon actor death, escaped the explosion at 80% health free and clear and all of the sudden I self destruct. Kinda annoying when trying to master assassination attempts with a single bot for learning vs drop ship full of 8+ firebomb when i get annoyed.

What do you guys make of this ? is it that shock wave from the explosion that got me, or there is a sticky bomb in this game ?


Sat Aug 11, 2012 5:32 am
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Post Re: Build 27 headshots insta-kill?
I'm pretty sure there's a bug, where when you throw an explosive, the next bomb's timer starts, soon gibbing you to pieces.
May be the problem.
By the way, the sticky bombs in this game are 'timed explosives.'


Tue Aug 14, 2012 6:27 pm
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Post Re: Build 27 headshots insta-kill?
Digger4401 wrote:
I'm pretty sure there's a bug, where when you throw an explosive, the next bomb's timer starts, soon gibbing you to pieces.
May be the problem.


That's an old bug that was "fixed" changing the way TDExplosives explode, making them do so with lua. Though, it is only used on vanilla stuff and modders barely ever use it on their mods. So, modded grenades generally still have that problem.

Digger4401 wrote:
By the way, the sticky bombs in this game are 'timed explosives.'


They used to be impact grenades, and changed them to timed. But I remember reading some (long) time ago in the twitter feed that it was going to get changed back to it's old impact way of working, but nothing has happened. Or at least, not in the latest build.


Wed Aug 15, 2012 8:42 pm
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