During my sort-of-solo (public game I started alone) at Glacier against Collectors, I noticed that regular Abominations sometimes didn't explode after being killed with Concussive Shot. An animation error, or a well-landed Concussive shot decapitates enemies?
Abominations not exploding from Concussive Shot - video
#1
Posté 20 juin 2016 - 12:16
#7
Posté 20 juin 2016 - 12:45
I don't think Concussive Shot can decapitate, so it was likely a bug.
- Mission_Scrubbed aime ceci
#8
Posté 20 juin 2016 - 12:50
Abombs like most everything else are glitched. Sometimes they don't explode, sometimes they do even after a clear headshot.
#10
Posté 20 juin 2016 - 02:15
^
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- frank_is_crank aime ceci
#11
Posté 20 juin 2016 - 02:16
- DarkOrgasm, KrrKs et Wheeljerk aiment ceci
#13
Posté 20 juin 2016 - 02:48
They are delayed which means they won't explode until they unload. Turns them into landmines in Zombie mod.
i dont want to picture that, arg, too late
- Catastrophy, Mission_Scrubbed et Loufi aiment ceci
#14
Posté 20 juin 2016 - 04:02
#15
Posté 20 juin 2016 - 04:27
Really?
Sterling Malory Archer .................... is my new favorite show............ ![]()
- Darth Volus et Wheeljerk aiment ceci
#16
Posté 20 juin 2016 - 04:31
It really changes zombie mod. You kill the aboms over a downed player to clear the path but the they are just ticking timebombs. No idea what triggers them to become delayed.
Cryo Ammo reliably delays both regular and possessed abombs. As for the other means, no idea.
- KrrKs et Wheeljerk aiment ceci
#17
Posté 21 juin 2016 - 02:43
I made a video with non-exploding Abominations. Two of them even died from a Tech Burst rather than Concussive shot.
- filippopotame, Ashevajak et Mission_Scrubbed aiment ceci
#18
Posté 21 juin 2016 - 05:48
- Learn To Love Yourself et Terminator Force aiment ceci
#19
Posté 21 juin 2016 - 09:27
Sometimes they unload before they explode. As such they don't actually explode.
it may be due to them being ragdolled but not actually killed. It seems that if they "unload" when they are ragdolled but not dead yet, they don't explode. Which might happen with concussive shot.
#20
Posté 22 juin 2016 - 03:34
I've heard of this before. Do you have your mic plugged in? Do you breathe through your mouth? Are you wearing pants? If so, what color are they?
#21
Posté 22 juin 2016 - 06:10
#22
Posté 22 juin 2016 - 10:39
Normal i.e non-possessed aboms won't explode if you kill them at a distance. They only activate their exploding state/ability/magic/bug when they get near a player usually in melee hug range. If an abom haven't "came"
in vicinity of a player and is killed at a distance it will not explode. They get some sort of flame/burning textures when they have activated their exploding state/ability/magic/bug.
Also working as intended TM.
- Terminator Force, Darth Volus et nico_wolf aiment ceci
#23
Posté 23 juin 2016 - 01:15
I was about to call you a doof, but then I double checked game files, and you are indeed correct. Abominations enter "Flare" mode when near their enemy (10 meters). I always wondered why they would "flare" up when you use overload on them - in the game files this always confused me (its the only damage type that forces them to flare up). In flare mode they seem to have more impact resistance (less staggering) and move faster.Normal i.e non-possessed aboms won't explode if you kill them at a distance. They only activate their exploding state/ability/magic/bug when they get near a player usually in
meleehug range. If an abom haven't "came"![]()
in vicinity of a player and is killed at a distance it will not explode. They get some sort of flame/burning textures when they have activated their exploding state/ability/magic/bug.
Also working as intended TM.
So you can force aboms to explode with overload at any distance you can hit them with that power. Cool!
======================================================================= #143 [CB: 0x00]SFXGameContentDLC_CON_MP4.SFXAI_Abomination.ShouldExplode(Function) (Superclass: Class) (Data Offset: 0x 7B04C) ==============Function============== Childindex : 139 Unknown1 : 141 Unknown2 : 170 Script Size : 114 Flags ( Defined Public ) Native Index: 0 Script: 20 : Abomination = (SFXPawn_Abomination)Pawn; 30 : If (!((Abomination != None) && Abomination.IsHeadGibbed() == False && Abomination.bCharged || Abomination.bPossessed)) Goto(0x9D); 87 : Return (True); 89 : Return (False); 8B : Return (ByteToInt(ReturnValue)); 91 : \\End of Script
- DarkOrgasm, Ghost Of N7_SP3CTR3, Terminator Force et 1 autre aiment ceci
#24
Posté 24 juin 2016 - 12:20
I was
I was about to call you a doof, but then I double checked game files, and you are indeed correct. Abominations enter "Flare" mode when near their enemy (10 meters). I always wondered why they would "flare" up when you use overload on them - in the game files this always confused me (its the only damage type that forces them to flare up). In flare mode they seem to have more impact resistance (less staggering) and move faster.
So you can force aboms to explode with overload at any distance you can hit them with that power. Cool!
======================================================================= #143 [CB: 0x00]SFXGameContentDLC_CON_MP4.SFXAI_Abomination.ShouldExplode(Function) (Superclass: Class) (Data Offset: 0x 7B04C) ==============Function============== Childindex : 139 Unknown1 : 141 Unknown2 : 170 Script Size : 114 Flags ( Defined Public ) Native Index: 0 Script: 20 : Abomination = (SFXPawn_Abomination)Pawn; 30 : If (!((Abomination != None) && Abomination.IsHeadGibbed() == False && Abomination.bCharged || Abomination.bPossessed)) Goto(0x9D); 87 : Return (True); 89 : Return (False); 8B : Return (ByteToInt(ReturnValue)); 91 : \\End of Script
I thought it would be common knowledge by now I can't believe I am the first one to discover/post about aboms having a proximity trigger.
Makes one wonder how many other things are still uncharted in ME3MP space.
- Shampoohorn aime ceci





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