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So you didn't learn from the geth snipers in ME1?


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#126
Ingahootz

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vhatever wrote...

Nah. I'm not talking about difference in in x-axis. I haven't really found a good spot for testing that other than platforms and didn'tt really noticed the problem there. It's the y-axis difference than makes it unavoidable randomly. Now I suppose you could avoid it by storming off just before it gets close but that's simply not possible to do in the game, if you wanted to but your nose off in spite of your face. It's not the knockback that kills you, it's the lack of cover that kills you.


Yeah I wouldn't recommend attempting to sprint away. Have you tried just moving out of cover for a split second to step back then going back under? You take far less damage than actually getting knocked by it (from everyone shooting you).

Also, it has a lot to do with the Z-Axis angle (I'm assuming Z-Axis being the up and down, that's what a lot of coders use for that direction... fundamentally you can call it whatever you want though). If the Harbinger is higher than you, the shot is next to impossible to avoid. It zones right down on you. If he's level with you or below, it's much easier to avoid.

X-Axis angling is a factor too (depending on his position).

I really don't look at this as a bug. It's a simple matter of avoiding a homing attack, and whether or not doing it is possible. Sometimes you just need to anticipate it coming and do something about it. I've never really found it to be a huge problem and I don't think I've died to it once on Insanity. As long as you have max shields I don't think it's possible to die.

I've honestly had more problems with Scions simply because my squad has downs and decides to come out of cover right as a scion shoots at them. So they kill my squad (not me) which forces me to stop caring about them and solo everything instead (which takes longer).

#127
vhatever

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Umm, x is left and right relative to you, z is front to behind you, y is up and down. You are saying pop out of cover and then back into cover just before it hits?? That sounds like a another collision bug if it works, but it wouldn't surprise me if it worked. They maybe have collision turned off while you are doing the take cover animation. Not really interested in exploiting bugs/design flaws.

#128
Bigeyez

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I love how you create a thread asking for help, then attack every single person that has tried to help you. Good stuff.




#129
vhatever

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I asked for help? where? I posted a thread describing a bug, related it to a similar issue in ME1, related it to class balance in ME2. Nothing more.

#130
Ingahootz

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vhatever wrote...

Umm, x is left and right relative to you, z is front to behind you, y is up and down. You are saying pop out of cover and then back into cover just before it hits?? That sounds like a another collision bug if it works, but it wouldn't surprise me if it worked. They maybe have collision turned off while you are doing the take cover animation. Not really interested in exploiting bugs/design flaws.


Don't want to get into a debate of which angle is what. I've taken 3d courses in computer science. Don't bother debating this with me. :)

It's not a collision bug. It's quite obvious that the shot is coded (designed) to shake the wall you're behind if you're up against it knocking you back. If you're not up against said wall/object to get shaken, you don't get knocked.

It's not exploiting and it's not a design flaw.

Edit: Guess I can end the axis debate right here before it starts.

http://en.wikipedia....ordinate_system

Look at the diagram beside the section:Cartesian coordinates in three dimensions
It really doesn't matter though. As a programmer you can make ANY axis the up axis. You can make the X-Axis up if you really want to.

Modifié par Ingahootz, 06 février 2010 - 03:52 .


#131
sos986

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to be perfectly clear, your talking about how the blast radius of his slow attack permeating the cover, if so, i understand you don't like it. what im suggesting is that possibly your not being completely objective in your testing. i think the mechanic of breaking cover to get away from a blast radius is perfectly logical and also adds to game play value.