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Check double damage supply when a projectile is created


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A somewhat annoying bug(?) that the damage of a projectile is calculated on hitting an enemy instead of on projectile creation. This is understandable since there is Double Armor in the game so it's much simpler to calculate all the damage when a projectile hit a target, but this indirectly makes Double Damage weaker. If a tank launches a projectile (striker missiles/twin shots/ricochet) while having Double Damage activated but dies before projectile hits the target, the projectile will not deal double damage since the server checks the supply status of the tank on projectile impact, and a dead tank doesn't have supplies activated.

 

Suggestion: Check the damage of a projectile twice, once on projectile creation for Double Damage, once on projectile impact for Double Armor.

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Sounds cool but that sounds like a lot of work to fix a little bug. Besides, a striker launching a salvo should be enough to kill anything regardless of DD activated

From a programmer perspective, this isn't a difficult process to fix the bug unless the original code is already horribly written. It is as simple as adding an extra boolean parameter to the projectile/weapons. Secondly, supply use is frequent in the game thus all interactions should be as intuitive as possible, thus it doesn't make sense to leave a bug like this unchecked. Third, Double Armor is frequently used, thus not having DD against them after death is quite a detriment.

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This is a very good point and I noticed it too while playing with Striker. In fact, I'm pretty sure this glitch used to happen with Firebird too (or maybe still does, but I think it got fixed). Basically, if you set someone on fire while having DD activated, they would get double fire damage, then if you died, the fire damage would be reduced to normal (and tank kept burning). But if you activated DD upon respawning, the tank you set on fire earlier would suddenly start getting double damage from fire again, despite being nowhere near you :D

 

I'll report this one to devs.

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This is a very good point and I noticed it too while playing with Striker. In fact, I'm pretty sure this glitch used to happen with Firebird too (or maybe still does, but I think it got fixed). Basically, if you set someone on fire while having DD activated, they would get double fire damage, then if you died, the fire damage would be reduced to normal (and tank kept burning). But if you activated DD upon respawning, the tank you set on fire earlier would suddenly start getting double damage from fire again, despite being nowhere near you :D

 

I'll report this one to devs.

But dp only affects the rate of the special effect for spray weapons.

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But if you activated DD upon respawning, the tank you set on fire earlier would suddenly start getting double damage from fire again, despite being nowhere near you :D

You mean the whole concept of afterburn is blotched up?

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But dp only affects the rate of the special effect for spray weapons.

Idk. I noticed it over a year ago, even before the damage indicators update. Not too sure about how it worked exactly.

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I see what you mean but what happens if a projectile is shot and the shooter hits a double damage between the time that they fire the projectile and it hits the target?

In that case the rocket will deal double damage. Yes, it's weird and isn't too annoying, but ideally it should be fixed.

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isnt this the same with nitro running out in air and your speed suddenly drops mid air.

these are different mechanisms, but yeah that's a bug too. But we still need it to exist for a special parkour trick! :P

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these are different mechanisms, but yeah that's a bug too. But we still need it to exist for a special parkour trick! :P

SwiftSmoky = OMP KING 

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Instead of me creating a new topic for every single thought, I will post one here.

 

If you did shoot, no matter what gun, and you die before the projectile did hit the enemy, it won't damage him.

Let's say I shoot in the air with Magnum and it takes 3+ seconds to fall while I die meanwhile and the projectile hit the enemy, it does not damage him. If it did damage, maybe even Railgun shots may kill the both of players if they shoot at each other at the very similar time. Same for this issue, that projectile was already shooted without DD.

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Magnum takes this annoying issue a whole step further. If I'm on a Mammoth and I have 35000 hp, and an enemy on Wasp (with 2000 hp) drives up to me and pushes against me, then if I activate DD and shoot him head on, then I will first deal 3800 damage to myself and self-destruct, but the Wasp will only get 1900 damage because the game checks for presence of DD after I already died and sees that DD was NOT activated.

 

So as a result the same shot with both tanks same distance away from the blast will deal double damage to me and only normal damage to the enemy, which is completely stupid.

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