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Why do some tanks still deal damage after they die and others don't?

Specifically shaft. Why do they not deal any damage even though the shot is fired prior to death?

Edited by Jeers4U

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On 11/18/2023 at 1:50 AM, TheCongoSpider said:

Elaborate.

I think what he means to say, is you can blatantly see the shot effect on enemies after, mainly arcades, though possible with sniping mode, and it will not deal any damage at all, because you died sooner than you wanted to.

Since shaft has what we call hitlag and no projectiles, effectively you need to be alive till the hitlag time has elapsed.

Example:
image.png?ex=656c4fc3&is=6559dac3&hm=d3e138a0b69e0630307705ebb16ee9c963afe0a8559be8c09340ae85bb3c8276&

image.png?ex=656c4fcf&is=6559dacf&hm=cf26d8246d485ecd5afa11474cdbe760aae0ee6877a39ea2f4c4bd7b17221ae5&

Iirc Hammer may have similar experience too, but I don't recall having many issues with hammer itself. Firebird, Freeze and Isida also have this hitlag technically present too.

 

Although I am calling it a hitlag, I am not certain if the enemy player sees my shot come through on their end. I would need someone who is recording their pov and my pov to compare that sort of interaction to confirm if it is the early death causing this 'no damage' with the visual shot effect.

@Jeers4U, please confirm if this is what you mean.

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On 11/18/2023 at 12:52 AM, Jeers4U said:

Why do some tanks still deal damage after they die and others don't?

Specifically shaft. Why do they not deal any damage even though the shot is fired prior to death?

I guess it depends on POV. Even though on your screen, you fired one more shot with shaft, you got killed before you actually fired it, but due to latency, the explosion of your tank happens a bit later on your screen than on the server. 

Turrets that have projectile speed can deal damage after they are killed, as if they fire a shot before getting killed, it should deal damage.

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On 11/19/2023 at 4:57 AM, Akame said:

I think what he means to say, is you can blatantly see the shot effect on enemies after, mainly arcades, though possible with sniping mode, and it will not deal any damage at all, because you died sooner than you wanted to.

Since shaft has what we call hitlag and no projectiles, effectively you need to be alive till the hitlag time has elapsed.

Example:
image.png?ex=656c4fc3&is=6559dac3&hm=d3e138a0b69e0630307705ebb16ee9c963afe0a8559be8c09340ae85bb3c8276&

image.png?ex=656c4fcf&is=6559dacf&hm=cf26d8246d485ecd5afa11474cdbe760aae0ee6877a39ea2f4c4bd7b17221ae5&

Iirc Hammer may have similar experience too, but I don't recall having many issues with hammer itself. Firebird, Freeze and Isida also have this hitlag technically present too.

 

Although I am calling it a hitlag, I am not certain if the enemy player sees my shot come through on their end. I would need someone who is recording their pov and my pov to compare that sort of interaction to confirm if it is the early death causing this 'no damage' with the visual shot effect.

@Jeers4U, please confirm if this is what you mean.

Correct.

I shoot first, but die first. And my shot, though a direct hit, does no damage.

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On 11/21/2023 at 2:52 AM, Jeers4U said:

Correct.

I shoot first, but die first. And my shot, though a direct hit, does no damage.

Yeah, that's because of the hitlag Shaft has, I assume most of it is due to the code itself, but can not confirm it is not intentional.

Last time I checked, the hitlag was around 0.6s roughly, which can mean a fair bit of time with todays TTK's and augments and drones scenarios. Only tanki themselves would be able to tell us if this delay is hard programmed or an unfortunate end from the coding itself giving it a rough cooldown. 

If I get time to check again to confirm. But the only general way to 'fix' it would be to change how shaft operates into a projectile from a hitscan, and tbh, I'd rather not try to increase more projectiles in the game to make it laggier.

Last time I checked, firebird/freeze had a hitlag of around 0.42s.

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On 11/20/2023 at 11:56 PM, Akame said:

Yeah, that's because of the hitlag Shaft has, I assume most of it is due to the code itself, but can not confirm it is not intentional.

Last time I checked, the hitlag was around 0.6s roughly, which can mean a fair bit of time with todays TTK's and augments and drones scenarios. Only tanki themselves would be able to tell us if this delay is hard programmed or an unfortunate end from the coding itself giving it a rough cooldown. 

If I get time to check again to confirm. But the only general way to 'fix' it would be to change how shaft operates into a projectile from a hitscan, and tbh, I'd rather not try to increase more projectiles in the game to make it laggier.

Last time I checked, firebird/freeze had a hitlag of around 0.42s.

But keep in mind that this 'direct hit, no damage' issue is the second one I have encountered with shaft.

There is a bug (or 'game improvement' or whatever you want to call it) where you aren't under fire, you score a direct hit and nothing happens.

Two different 'direct hit, no damage' issues.

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On 11/21/2023 at 11:57 AM, Jeers4U said:

But keep in mind that this 'direct hit, no damage' issue is the second one I have encountered with shaft.

There is a bug (or 'game improvement' or whatever you want to call it) where you aren't under fire, you score a direct hit and nothing happens.

Two different 'direct hit, no damage' issues.

I've encountered it fairly often myself, I personally don't think it's a bug and unfortunately I don't have the enemy pov to see if the server registers a shot effect on them. But can confirm it's simply hitlag, die sooner than the server can register the damage and it simply won't show any counter or deal damage. Similar to how you may start spraying with firebird/freeze but see no counter because you didn't fire sooner and died sooner.

I guess really, the only ones who can answer this would be the developers themselves since they'd know exactly what their code is.

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