https://clips.twitch.tv/AbstemiousHelpfulOilImGlitch
Have a look on it. Can you fix this?
Posts: 5441 | Subs: 36
Posts: 5441 | Subs: 36
Posts: 2636 | Subs: 17
Posts: 5441 | Subs: 36
1. When you use attack-moving, you are ordering the sniper to stop and use auto-attack.
Hold fire disabled auto-attack. Working as intended. This is the same behaviour for all units with hold fire.
Verdict: No bug
2. For the second clip, the guy tried to use incendiary rounds.
The intended behaviour for incendiary rounds is to spend a long aiming time reloading the incendiary ammo and fire.
Unfortunately, due to a bug, the reload animation at the start of the ability rarely ever plays out during combat leading to an instant double-tap. Thus, players have grown to expect that incendiary rounds should fire instantly.
Once we feel confident that OST and the OST sniper is in a good spot, we will fix this second bug by enforcing an aiming delay on the incendiary rounds ability.
Verdict: The sniper worked as intended in the clip. We will fix other type of behaviour in the future.
PS: The same bug also affects a multitude of units ranging from the King Tiger, JT, etc, etc.
Posts: 5441 | Subs: 36
1. When you use attack-moving, you are ordering the sniper to stop and use auto-attack.
Hold fire disabled auto-attack. Working as intended. This is the same behaviour for all units with hold fire.
Verdict: No bug
Posts: 2636 | Subs: 17
Posts: 1138 | Subs: 2
I have to check the aiming times.
However, ready-aim time starts counting from the moment you issue the command, rather from when the sniper starts aiming.
The guy that lost his sniper had been in-range of the sniper for long enough.
Posts: 935
Posts: 5441 | Subs: 36
Its clearly visible on second video Wherm Sniper started reload for incendiary rounds
Posts: 2636 | Subs: 17
Not sure I understand: So, the OH sniper killed the British sniper via autoattack? That means never have a British sniper attack an OH sniper unless the latter is busy shooting some other dudes, right?
In that case counterplay would be to send in some other squad first that the OH sniper would attack and then attack with the Brit sniper, maybe?
In the different "times" that the engine knows, is there something like an "auto target acquire time" that could be tweaked so that an autoattacking sniper is slower than a manually attacking sniper?
Posts: 1138 | Subs: 2
The guy using the OH sniper tried using incendiary rounds on the British sniper, mistakenly thinking that incendiary rounds fire faster. (they do fire faster, but only when a bug triggers).
Posts: 2636 | Subs: 17
Ah, ok, your reply was referring to the second clip, thanks for the clarification.
However, in my question I was actually referring to the first clip where Luvnest tried to take out the OH sniper with the Brit sniper...
Posts: 3032 | Subs: 3
He should have either:
- Right clicked directly on the sniper (tricky to aim), or
- Turned off hold fire before using A + click
Either would have resulted in Luvnest's sniper scoring a kill.
Posts: 626 | Subs: 1
1. When you use attack-moving, you are ordering the sniper to stop and use auto-attack.
Hold fire disabled auto-attack. Working as intended. This is the same behaviour for all units with hold fire.
Verdict: No bug
Posts: 593
Posts: 5441 | Subs: 36
that was some bs foreal..... luvnest should have shot davms sniper way before..... brits sniper shoots to slow... if its going to shoot that slow give it 25% more range. if not change aim time as the same
Posts: 2307 | Subs: 4
Posts: 558 | Subs: 2
50 | |||||
14 | |||||
77 | |||||
21 | |||||
4 | |||||
3 | |||||
3 | |||||
1 | |||||
1 |