Satchel charges stick to infantry!
Posts: 7
I could not create an account on Relic Forums as that is buggy on Internet Explorer, Firefox, Chrome... so I thought I would post this here.
Penal SPAM FTW yay!!
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Here's the video in question.
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Replay or didn't happen #MVGame
Hope it was saved, I doubt it, I am sure I played like 4 games after that. 100% It can be replicated, it happened 3 times in 15 minutes. I'll run a test with my friend tonight and record it.
The smug Russian was laughing at me and taunting me as I was freaking out about it, Grrrr.
me : "Satchel sticks to people now? WTF?"
Russian Penal Spam General: " HAHAHAHA YUP!!"
Posts: 7
There was a video on this issue in the highlights a while back, although I'm not sure if it was ever fixed:
Here's the video in question.
That is it! 100%!!!
Seriously? no fix for that already?
Posts: 2636 | Subs: 17
That is it! 100%!!!
Seriously? no fix for that already?
Feel free to provide a fix, if you think it's easy to do. All AT snares suffer from the same bug.
Posts: 2885
Feel free to provide a fix, if you think it's easy to do. All AT snares suffer from the same bug.
Does it mean that if I bail out of M3 while my opponent is fausting it, I will only lose one engi model as opposed to the whole car?
Posts: 2636 | Subs: 17
Does it mean that if I bail out of M3 while my opponent is fausting it, I will only lose one engi model as opposed to the whole car?
Kinda. Although, given that the engies will be all terribly bunched up when they exit, faust AoE will probably kill all of your engies.
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Kinda. Although, given that the engies will be all terribly bunched up when they exit, faust AoE will probably kill all of your engies.
Is it possible to simply make AOE damage of AT satchel to be 1 or even 0.001 so even if its explodes on inf in such way it would kill only one model? Or set maximal entity which can be damaged by it to 1?
Posts: 7
Feel free to provide a fix, if you think it's easy to do. All AT snares suffer from the same bug.
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
Posts: 2885
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
I think you should read about something called Dunning-Kruger effect. You seem to be a prime example
Posts: 747 | Subs: 2
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
It's actually not a serious bug because it rarely happens and it's a rather funny thing.
Anyways, for your information: Relic does obviously no longer work on CoH2. The balance support pretty much broke down about a year ago after the balance team was either fired or reassigned (they just vanished). The only people working on patches right now are part of the community balance team (of which Mr. Smith is a part of) and even they have no power about wether things are changed or not.
Posts: 7
It's actually not a serious bug because it rarely happens and it's a rather funny thing.
Anyways, for your information: Relic does obviously no longer work on CoH2. The balance support pretty much broke down about a year ago after the balance team was either fired or reassigned (they just vanished). The only people working on patches right now are part of the community balance team (of which Mr. Smith is a part of) and even they have no power about wether things are changed or not.
That's more like it, thanks for the info. I guess that is why Mr Smith got so salty.
Also it isn't rare, I am certain it happens every time. But oh well, I just bail out sooner.
Posts: 2066
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
You are talking to the guy that actually makes the patches lol
Posts: 3053
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
Whoa whoa whoa mate where did that come from?
Posts: 2636 | Subs: 17
Is it possible to simply make AOE damage of AT satchel to be 1 or even 0.001 so even if its explodes on inf in such way it would kill only one model? Or set maximal entity which can be damaged by it to 1?
Today I found out that the AoE for friendly fire and the AoE for damage are completely independent from each other.
I guess we could use homing satchels the same AoE damage (but keep satchel radius) as fausts vs vehicles, and keep friendly fire damage up. That way "Satchels" put the "S" in "Suicide squad".
Posts: 3053
Today I found out that the AoE for friendly fire and the AoE for damage are completely independent from each other.
I guess we could use homing satchels the same AoE damage (but keep satchel radius) as fausts vs vehicles, and keep friendly fire damage up. That way "Satchels" put the "S" in "Suicide squad".
Lol. Might be a little OPieop if you bait a satchel with a scout car or something and wipe the penals with it tho. Basically makes your vehicles into 4 second goliaths.
Posts: 344
It's been a while since I've fiddled with CoH2's modding kit, but from my experience with vCoH modding, the satchel sticking to things is a result of its collision type being changed to something that doesn't phase through a given object.
I don't have corsix open right now, but if memory serves, each projectile ebps can have its collision type set to one of several, and under each unit ebps' hit_object_ext there is a pass_through table listing all of the available collision types. If one of those set to true, then all projectiles with that collision type will then phase through that ebps.
Posts: 851 | Subs: 1
Feel free to provide a fix, if you think it's easy to do. All AT snares suffer from the same bug.
Revert Penals back to not having AT satchel?
Posts: 2885
Lol. Might be a little OPieop if you bait a satchel with a scout car or something and wipe the penals with it tho. Basically makes your vehicles into 4 second goliaths.
That was the intended downside of AT satchel from the very beginnig. Luckily, this is no more than forcing retreat when you see that satcheled tank is coming your way.
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