Remove HMG death loop
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If it were easy to fix the deathloop inconsistencies of the different HMGs it would have been done already
Easy or hard to fix, its still a problem and very rage inducing to watch Han's trusty 42 find its way back to him while my entire team gets wiped by 1 death.
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From observation of how the guns are animated it seems like the MG 42, MG 34, and Vickers use several different states to function. When carried they seem to act as a "Weapon" which can be teleported between models, when deployed it becomes a physical object.
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Just teleport weapon model to infantry model, like pshrek teleports between models when they dying? I think it's 'working as intended' not 'imposibru tu fiks' despite whoever says.
Armchair developers 101.
Just copy paste, the code. It should work.
It couldn't be fixed 5 years ago, it couldn't be fixed when community was involved and it won't be fixed in the current game.
All MGs can deathloop. If you put them in cover they'll group up closer to the MG so they don't have to walk as far.
Nope, he is talking about how Axis MG teleport the weapon when the gunner dies on retreat.
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Nope, he is talking about how Axis MG teleport the weapon when the gunner dies on retreat.
Ah. Not something I've ever really noticed once the team gets moving.
I'm guessing it's not possible to transfer any damage on the gunner to the remaining squad members?
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Armchair developers 101.
Just copy paste, the code. It should work.
Then why no deathloop for HMG42? I think there are things you can't fix with mod tools without access to source code.
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Then why no deathloop for HMG42?
Because its axis ofcourse, thats why
No all jokes aside, why break a unit that is fine, just because the other side has an issue they cant fix?
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Then why no deathloop for HMG42? I think there are things you can't fix with mod tools without access to source code.
Because it works significantly different?
You may have not noticed, but maxim isn't being picked and carried over the shoulder.
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Of course explosives can still loop you but its far less likely to be looped than before
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Because it works significantly different?
So the reason it can't be fixed is just model and animation?
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So the reason it can't be fixed is just model and animation?
Model (the gun), Animation (picking up the gun), and Code (how it all functions).
It's like a one-man anti-tank gun, if the guy moving it dies, another has to grab it. The other guns don't have that problem because they pack up, and once packed they cease to be a physical object and instead become a carried object. The Maxim, DShK, and M2 all remain physical objects.
The only one I don't understand is the M2, because even though it's animated as being carried, it remains a physical object.
Posts: 493
The other guns don't have that problem because they pack up
Pack up anything and everything? Never, our game is ASSymetrical™. Another option is not teleporting the weapon to the model but vise versa - just skip the animation of unit moving to carry it (ofc just on retreat). Should look clumsy but in the game where units used to 'dance' near the building entrances it's forgivable. Another thing proposed above - transfer damage to different model (or if not possible - divide it among all models).
OK, I finish with my explanations. You say it's BS and won't work because everybody says it can't be fixed. So be it. My BS is just theoretical though.
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Just teleport weapon model to infantry model, like pshrek teleports between models when they dying? I think it's 'working as intended' not 'imposibru tu fiks' despite whoever says.
RELIC DOEN’T HAVE AN INCENTIVE TO FIX IT
THE COMMUNITY MOD TEAM DOENT HAVE THE TOOLS TO FIX IT
therefore it will never get fixed
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You could just give the hmg gunner for maxims/50s extremely low priority soo they arent shot first
Of course explosives can still loop you but its far less likely to be looped than before
Last man dead
Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.
Team weapon gunners target priority lowered
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